We’re back from the Raleigh Tabletop Roleplaying Game Master’s Fair earlier today, and we got a lot of good feedback. Two players who had never tried our system before sat down and made their own characters using the Quick Start rules. The third player was helping run the event so he chose from a list of pre-gen characters.
The game had two major combats with the three players fighting twice their number in enemies while helping NPCs escape harm. Another combat ended with the players using their characters’ Persona skills and abilities to talk an enemy out of fighting them and into helping them.
After the game was over, we asked a very simple question: What did you think of the game? Here are a few of their answers, formatted for appearance.
- Combat goes by very fast.
- Exploding damage dice are fun.
- Character sheets felt intuitive.
- Roles can be combined in many ways to make different characters.
- The system didn’t feel crunch-heavy.
The last part was especially nice to hear because there’s actually quite a lot of numbers on the sheets but they didn’t seem overwhelming. All the players had the same attributes on their sheets to speed up the quick start rules, but ultimately played very different characters.
Two players decided they wanted to be trackers, but one fought with bows and the other used a massive greatsword. Their Personas were different as well, so they talked and interacted with the NPCs in totally different ways.
The best feedback we received, though, was how the new Persona roles impacted play.
At first, the players seemed content to let just one person handle the talking. But then as they realized their Persona abilities interacted, they started joining in other conversations by making new points or just supporting someone else’s statement to help improve their chances of success.
As they made an impression on each NPC, they noted that new Relationship on their character sheets. Rather than hearing “Let’s go talk to that woman at town hall,” we were hearing, “Let’s talk to Amanda. She really seemed to like me.” Giving the players a number to represent their Relationships with the NPCs and then giving them the tools to grow or shrink that number with their actions really made a strong impression.
One of the players explained that the Rapport system made him value the NPCs more, so he was more likely to talk to them again. And knowing that he could talk to them and could change their minds made it more likely he could work with them rather than around them.
I could see something similar around the table when the players were discussing their suspicions that one of the NPCs might be up to no good.
“Should we just kill him?” one player asked.
“No, let’s talk to him first,” was the reply.
So rather than punching the bad guy in the face, they talked him into helping them achieve their goals. All in all, not a bad day’s work for the heroes of Monthos Vil.