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Bodhiterra's avatar

I like the way you've (already) designed the game for co-operative player agency. I like that it is a collaborative storytelling game. I can certainly imagine gathering a few of my gaming friends to playtest this, when you feel it's ready for more playtesting. πŸ˜€

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J. Claypool's avatar

Thanks!

I’ll definitely let you playtest it!

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K.J. Montgomery's avatar

Cheering you on! Keep going as long as you are finding passion and joy in the creative process (these can happen even when it's hard or a lot of work!). Make the game YOU want to play. No RPG is perfect. So many folks have pointed out my tiny typos when the big game companies have major errata out there for their games. Pfffff. You got this! πŸ™Œ ☺️

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J. Claypool's avatar

Thanks, K.J.!

It's been interesting to discover how writing the blog post about the playtest helped me sort through my thoughts, feelings, ideas, etc. I felt that "passion and joy in the creative process" creep back as I was writing.

Having supportive friends on Substack helps, too!

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RobinPlays's avatar

DON’T give up! It sounds like an interesting idea. I’m going to reread this and see if it sparks any ideas for me to share with you. One tip I have for now, when I start a new game, even if the idea and premise is awesome, if the rules or mechanics are too difficult, or not easy to understand, then I want to give up on the game. Keep play testing until it feels right. 😊

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J. Claypool's avatar

So, you’re saying that if the designer is ready to give up, then the player certainly will feel this way! Maybe I need to trust my gut here.

Perhaps that’s my game design super power?

Thanks for the encouragement!

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RobinPlays's avatar

If it’s an idea you’ve worked hard on, and believe in it, it needs to get out there. Maybe with a few tweaks and some reworking? And sometimes we need a break from a project that’s consuming us. Short break, with fresh eyes, will spark new ideas and better reworks.

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