A Big Day in Ultrablamtacular History
Ultrablam passed a big milestone yesterday – two, actually. Read more…
Ultrablam passed a big milestone yesterday – two, actually. Read more…
So, last Friday (Yes. A week ago. I’m behind on blogging.), I had the opportunity to run a test game with most of my usual suspects.
It was a great playtest! My feeling was that the rules were smoother and more manageable than ever, and most players commented that this was the first time it felt like a game. I agreed. And when rules questions came up, I was able to:
This was a huge step, because it meant that the rulebook now covered many questions that were previously unanswered! Also, it meant that I could find the rules, which I think speaks well of the reorganization I did following the last read-through. Here are some points which were tested in play and seemed to hold up well:
All in all, it was a wonderful, rewarding, momentum-building event for Ultrablamtacular.
It just didn’t get blogged about right away.
So, the biggest thing to come out of the recent read-through was this:
Staking Your Name (SYN for short) was, in a word, broken. I was reading through the section on SYN and thinking, “Ugh! Even I don’t want to adjudicate this rule, and I wrote the thing!” So, I got rid of it. I tried to identify what I had been going for in the old rules, and how I could accomplish those goals with less complexity. I think I succeeded. The old rules suffered on a couple of points:
This last point violated what we in the software biz know as “the principle of least surprise,” which is a rule by which user interface design is guided. For example, if you’re writing a personal finance program and you have an icon with a printer on it, when the user click it, something about printing should happen. The software should not stab your user in the leg. That would be a surprise, violating the principle. SYN was a stab in the leg at best.
Now it’s gone, replaced by a mechanic that I think both accomplishes the goals I had with the last one AND makes sense within the context of the rest of the rules. So if you’ve ever been subject to playtest on the old SYN, thank your lucky stars that it’s gone. Good riddance.
So. I’ll bet you thought this site was dead. Not so neither.
I mentioned I was in a play…which was awesome, if time consuming. Now it’s over. So, to get back into the swing of things, I’m reading the text of the rules again. Remarkably, it does not suck. That’s always a fear when I return to a project after a break. What if it was just the momentum that made it seem good? What if in the harsh light of reality it was just awful?
Anyhow, so far, so good. I’m only a few pages into it, but they are the first pages – “What’s a roleplaying game?” and so forth, which I had particular trouble with and didn’t expect to like on this reading at all.
And another thing that really provided a lot of motivation was my way-early and totally awesome Valentine’s day gift: Dice. Custom dice. That say “Ultrablam!” on the 1 side. They are awesome. I got two sets from the smartest wife in the world (a name she earned many years and several blogs ago). A fantastic sparkly-shiny-translucent-iridescent set that change depending on how you look at them, and a classic set in basic black with red pips – twins of my go-to dice for d6 based games for the last…ugh…20+ years. Anyhow, they were a total surprise and the best thing I could have gotten. I totally want to use them during playtests! I’ll get a picture of some of them up sometime if I can.
Anyhow…game on!
Well, I know it’s been a long time coming, but I wanted to drop a quick note to everyone who might have wanted to know what’s going on with Ultrablam. What’s going on is this: I’m still working on the playtest materials – but a couple of things happened along the way. Read more…
It’s been a long time coming, but there’s finally some movement on the playtesting front. I’m building the packet for playtesters, and that means trying out everything with my group beforehand. Lots of things have changed since the last round of playtests – even the character sheet is undergoing some serious work!
Last time, we got as far as the setting introduction, trying out the new directed preparation template, (if you want to see it for yourself, check out the Ashes setting on the wiki), and making characters with the new rules balancing Experience and Confidence at the time play starts.
It all went well, as far as I could tell. I got a lot of input on how the character sheet should work now, so I’m laying that out again. I sat down to figure out exactly what I needed for playtesters, and created the initial playtest application form, which I’ll make available as soon as the rest of the materials are ready. I’m working on those materials – the playtest instructions, the sample adventure, character suggestions, and the post-playtest report form – as fast as I can.
So. I know it’s been quiet on the blog side. I’ll try to provide more information starting again now.
The more they change, actually. Wise sayings to the contrary notwithstanding. The particular changes I’m thinking of came from Jona’s thorough and insightful readthrough. They’re all in the text now. Said text is different, and better, for them. Now it goes to Zach for more reading. I hope he leaves it in better shape than he finds it, too.
Well, it’s been approximately forever, or more like twelve days. But the first of my trusty editors has delivered her notes. And the news is good.
So last time, I got back on the horse. This time, I rode that pony!