[Gullivers] Aspects: getting the burn rate right.

Carl Brown catodon at whale-mail.com
Fri Apr 17 02:23:28 UTC 2009


Conscience points and Aspects

All up we have played for about 18 hours. Thanks to my diligent
note-taker Liz we now have enough data to evaluate some key areas of
game play.

 

Conscience points: Every player begins with three of these. After 3.65
hours average Conscience (total of Quality, Pride, Enlightenment and
Corruption) has been steady at 1.67 to 2.33 points per player. I feel
this is about right and no changes are needed.

 

Aspects: Unchecked Aspect boxes begin at 5 per player. Over the first
couple of sessions (to about ten hours of play) there was a slow but
steady loss. Aspect starvation loomed. When Aspects reached an average
of one box per player I implemented changes including the enforced use
of cards and a refresh at the end of every Chapter. Aspects available
rose steadily until about 13 hours of play. Over the last 5 hours of
play Aspect have either stabilised at 3 or are still climbing slowly. If
they have stabilised at an average of 3/player this is about right, it
gives the players use of their character traits but keeps them a little
hungry driving them to earn more. If the Aspect are still slowly rising
then the problem is probably not with the rules, I just need to make the
adventures a smidge more challenging.

 

The data for the 'burn rate' of Aspects has been important to tuning the
game to the realities of play. Small but crucial changes to this portion
of the rules have been made because of your support. Without these
changes players would run out of Aspects to spend, play would become
dissatisfying, and the game would have been a failure. I'd like to
thankyou all for your important input.



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