This is the official production blog for Alter Arms, a tokusatsu-themed tabletop role playing game by Duffy Austin
Search This Blog
AwesomeCon 2019
I Ran Alter Arms at AwesomeCon this past weekend and had players had some good positive feedback to round out the rules.
I'm currently at the stage where I'm finalizing the rule-set for blind playtests and hope to send them out to people who have signed up sometime in the early Summer.
I'll be in the tabletop room at BlerdCon 2022 on Saturday, July 9 from 2PM - 8PM Eastern time. Be sure to stop by for a demo at one of my favorite conventions! Learn more here about the event here!
MAGFest 2022 was a great experience! I learned more about encounter balance for both Alter Arms and Skrap Packs, and met a number of wonderful people with some great stories to tell through the games and feedback to provide. With Alter Arms , the main feedback I got was in terms of learning the system and encounter balance: Coming into the game with characters with at least one advancement can be fun when multiple special abilities are applied to actions, but it can be overwhelming for new players learning the new system. The different kinds of actions a character can take, the bonuses they can create for themselves and their allies, and managing the pressure their characters are under can be a lot to take in all at once. What I've found by comparing the MAGFest 2022 playtests to other playtests is that the game is easiest taught in steps: at PAX Unplugged I brought characters in before they had any transformations or special abilities. They were left to solve problems with just
The first playtest group from JohnCon. (Photo by Duffy Austin) This past weekend I visited JohnCon , the annual gaming convention held at Johns Hopkins University in Baltimore, Md. hosted by the university's science fiction and fantasy club. Alongside the other developers there as a part of Break My Game , I was able to get one full playtest in along with two partial playtests and feedback from a number of helpful individuals. The first group was made up of two college students and a board game designer with Break My Game. that session lasted about two hours. The other sessions had two high school students each, but unfortunately had to cut our sessions short. WHAT'S NEW? EXPERIENCE FOR ARCHETYPES Experience can now be gained from lowering allies' Drama. The intent here is to encourage players to use their archetypes to keep other players from Crashing. Originally, lowering Drama was the only way to Advance characters. I included the experience system - reward
This comment has been removed by a blog administrator.
ReplyDelete