Shattered Vistas: Playtest Thoughts

Daniel, Victor and myself threw some dice around after Victor's HeroQuest game.  It was a good experience and made some things very clear:

*Rolling lots of dice and checking off boxes is fun.

*The damage system is fundamentally broken.  (Especially so for mooks, but especially os for everyone).

*Die pool limits are a must, especially for the GM.  (I already kind of knew this one.)

*When people spend Reserves matters.  (This one caught me by suprise, and I have no idea how to handle it for player vs. player.)

*There aren't really any coherent character death rules.

One thought on “Shattered Vistas: Playtest Thoughts

  1. Rahvin says:

    I am not familiar with HeroQuest but am curious as to your comments. What are Reserves? Why does that matter for player vs player? More importantly, what’s a die pool and why is it so important?

  2. Willow says:

    Well, none of that has anything to do with HeroQuest, but rather with Shattered Vistas, which is a game I’m designing which is in a very very early stage of design and playtesting.

    The best way to answer your question would be to tell you about the Shattered Vistas rules system, but that’s a glorious mess right now and I’m likely to post a link to the next revision/write-up here in a few weeks.

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