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Surveys for Days: Packet 2 Feedback and NEW Survey

🕑 Added 2024-09-13 19:55:08 +0000 UTC
Surveys for Days: Packet 2 Feedback and NEW Survey

Comments

Alex

It’s really exciting to see a system coming together and knowing you guys are dedicated to refining and polishing it.

Maximilian Tagher

Really great to get these improvements! My first game definitely saw the crazy power of blade dance and the fury. I’ve only run the more recent backer packet rules, but I did really like the way directors could earn VP by having the monsters do certain things. Maybe there’s still something there?

wyatt wustrau

Ooohhhh I loved seeing this, seeing what you guys have noticed in the packets as being an issue and just acknowledging it is wonderful!

David L

To put it another way, because of the way victories convert to resources there is an inevitable point where players no longer have a "ramp up" period at the beginning of combat and can just use their strongest attacks on turn 1. While fun to the players, this means combat necessarily has to get more complicated/dangerous to stay interesting which is harder on Directors. Once past this point the day is probably supposed to end soon, which comes in the form of limited recoveries. So if the goal is to have longer adventuring days with more combats and encounters (which to much understanding it is) then the design should try to delay hitting the inevitability threshold longer rather than increasing the pressure to end the day (limiting recoveries further).

David L

Yeah, my instinct on this would be to just drop the Victory > Resource conversion from 1:1 to 2:1 (or half rounded up probably). I've not had a chance to playtest this version yet so my instincts could be way off but I would say ideally you are really pushing your limits to get to 5 resources at the beginning of combat since, at least previously, that was kind of the threshold where the players started to seem a little OP. Bumping that up so you aren't getting there as easily would seem better than just taking away the safety net.

Daniel Friedman

James has run a few encounters for the folks at comicbook.com on YouTube. And there are a few videos of folks playing Fall of Blackbottom. I recommend Robin Bagget's, as the group gets through the adventure in one session per act.

Nelson Chandler

I’m not sure lowering the number of recoveries is the correct solution to the problem of players being too powerful to use recoveries. But whatever, I’m sure you guys will work out something wonderful.

Samhain

One thing I’d like to see is a video of the design team playing the actual playtest. This game supports truly tactical play but (as the director) I would really love to see how James is running Fall of Blackbottom. I’d guess it’s the same from the player side. I think there are a ton of “Holy crap; my character can do THAT???” Moments waiting to be had. For some of us, seeing it in action would really help.

Jon de Nor

It’s such a great feeling seeing you address issues people discover while playing. Having the fantasy as the guiding star for game design, instead of being hung up on certain mechanics allow the game to become more and more fun the more it played, tested and worked on.


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