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Archive for the ‘microscope’


Playtest Deadline: September 30

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Wow, nice showing playtesters! We’ve got over 60 people this round. Not bad considering we’ve been playtesting this thing for over a year and a half.

The playtest deadline is the end of September. I repeat: end of September. If you want to have an impact on the final rules, you’ve got to speak your peace before then.

As always, I’m looking for actual play feedback, not just impressions from reading the text (of course comparing your impressions of the rules from before you played versus after you played can be great stuff). If you post about your game somewhere, link back here or drop me a line so I can find it.

The clock is ticking. Go play that thing!

Microscope Quatro: the Ultimate Playtest

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After much time and careful revision (and re-revision), the new version of Microscope is ready for playtesting. That’s playtest version 4, if you’re keeping track.

If you’re a playtester, you should have already gotten an email with your download link. If I missed someone, contact me and I’ll fix you up (either in the comments, or at microscope-playtest + lamemage.com).

This looks like it will well and truly be the final playtest draft. Kick those tires.

Expect the Unexpected: Microscope at GPNW 2010

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In the build up to Go Play NW, I braced myself to facilitate pickup games every waking moment. As organizers we embraced the idea that there were going to be a lot more pickup games than scheduled games, but that’s also risky: you never know until the slot begins just how many people will be standing around without a game, or how many people will be ready to jump into the middle of the Power Donut and facilitate something. If the ratio is wrong, and you have more people than games, danger Will Robinson! Hence my staying on high alert, ready to fill in the gaps.

But lo and behold: because everybody brought the fun and were ready to run things too, I wound up kicking back and playing in games other people facilitated way more than I expected. Which was entirely surprising, but also pretty sweet.

The only downside was that I was so busy staying flexible, I didn’t schedule a single Microscope game. In fact, the only game I did schedule was the massive 16 person Mars Colony summit. But the people would not be denied, so by popular demand I put together a game Saturday night (oh no, twist my arm!). That was the only other game I facilitated all weekend, but Ping and Mike stepped up and filled the Microscope gap, with Mike running one during the notorious Lottery slot, and Ping running two.

So scheduling zero Microscope games, we wound up with four:

FRI-01 Microscope: The Box

SAT-03 Microscope: Venus-Mercury Wars

SAT-04 Microscope: The Age of Thought & the Catholic Church

SAT-04 Microscope: Godhead

(no thread yet for Mike’s SAT-03 game)

I had an excellent time playing Saturday night, and the reports of the other games have made me wish I was a fly on the wall. Kudos to everyone who played, particularly the brave souls trying Microscope for the first time. And double Kudos to Ping and Mike, for making those games possible.

One word of apology: lots of people played it, and loved it, and have been waiting patiently to play it more, but even though they asked nicely I haven’t sent them the new playtest rules, because I haven’t finished cleaning them up. I expect this to be the last playtest release (which is what I always say…) so I want to make sure the text is as complete as can be for the final test. I could go on about how the games from Go Play NW have convinced me that this version is the winner, but I’ll save my breath and get back to polishing so you can decide for yourself.

Or maybe G is for Go Play

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Ping and I will be trying out the latest and greatest version of Microscope at Go Play NW this weekend. If it continues to work as well as it has so far, I should be able to bundle up and send out the new playtest draft late next week, after the obligatory post-con collapse and recuperation.

And to everyone who’s been waiting with bated breath to help playtest: thanks for your patience. I think the improvements will be worth the wait.

G is for Great

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I was kidding about the G thing, but it may turn out to be true.

We played what may very well be the final version of Microscope last night, and it was good. I don’t want to jinx it, and yes it’s going back out to playtesters, and yes, no promises, because I’ll probably think of something in two hours that I still think needs tweaking, but right now the parts that should be important are important, and what was rough is now smooth.

Tunnel, meet light.

F is for Fingers

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Playtested a big change in Microscope last night, and it looks like a definite win. Scenes are much smoother. They were fun before (usually) but now they flow. I need to tweak and double-check other parts of the system to make they do what they’re supposed to in light of this big change, but right now the verdict is: awesome.

(in hindsight, the last Microscope post should have been titled “E is for Events.” Does this mean the next issue I tackle in the game has to relate to the letter G? If so, I’m voting for “G is for Good-to-Go”)

Playtest Update: Wider Events

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For the last few months playtesting Microscope I’ve been focusing on how Legacies work with taking control of scenes. Fixated, actually. Borderline obsessed. I’ve chased different ideas around, probably a lot more than was necessary, leading to some gentle but firm raps on the head from my wise playtesters.

But while I was doing all that, in the back of my mind I was getting less and less satisfied with the basic structure of the cards on the table. After playing for X hours, a history would get so crowded that you couldn’t really absorb it. You’d look at all the cards spread across the table and your eyes would just blank. Information overload. In your mind you still had a picture of what happened, but the cards were not helping, at least not at a glance. This never happened in short games, but if you kept coming back to a history for three or four sessions it was almost inevitable.

The problem was clearly Events. Periods were easy to read and seemed to stay sensible, but the long columns of Events would spiral out of control.

In addition to the sheer sprawl, there were two other things that bothered me:

1) Related Events, like two battles in the same war, didn’t look more connected on the table than Events that had nothing to do with each other. I’d long wondered if I needed to add another history element, a “cluster” to group blocks of Events, but I was never so thrilled about the idea that I ever bothered playtesting it.

2) Since the early, early days of playtesting, I’d always disliked “monotasker” Events, places where the Event was clearly just made to host a single Scene, or where the description of the Event was really more like a Dictated Scene. Usually the description of the Event didn’t have any more info than the Scene — both were the same “size.” It wasn’t technically wrong, it just led to a lot of clutter, which fed back to the original problem of the cards being visually overwhelming.

Bigger is Better

So I’m thinking I have three problems I need to solve, but in a “birds, meet stone” moment I realize there’s one solution that solves them all: wider Events.

Instead of creating a separate Event for every discrete thing in time (the King declares war against his neighbor, the royal army marches, the army is caught in an ambush), many problems are solved if you create a single Event that encompasses a larger spread of time and action (war between the two kingdoms).

When we played it clicked immediately: you wind up with fewer Events and a lot more Scenes stacked underneath each, meaning the structure of history is a lot easier to see at a glance. The description of each Event (like “the death of the last Star Emperor”) becomes a placeholder for all the separate Scenes that happened within it, like seeing the title of a book and remembering what happens in all the different chapters. It also makes it easier to mentally “put away” all the other Scenes in Events when you aren’t interested in at the moment. It’s a mental chunking trick: there’s the same total amount of information, but it’s stacked in a way that’s easier to absorb. Details you don’t need to see right now are pushed deeper.

Crowding reduced? Check. Related ideas clustered? Check. Extraneous Events zapped? Check. Triple win.

The icing on the cake is that Scene creation is more fluid, because there are fewer “heck, I want this Scene but I don’t have an Event that would contain it and I can only make one thing!” moments. Players have more freedom to throw down Scenes anywhere in the bigger Events.

Play It

If you’re playtesting Microscope, definitely try this change and tell me how it goes. It may have less of an impact if you’re continuing a existing (and already cluttered) history, but for new histories it should make a big difference. I’m pretty sold on it already, but more feedback is good.

What rules are you breaking?

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Another question for Microscope playtesters: are there parts of the rules that you ignore? Things you just don’t use, or say “hmm, that wouldn’t really work for our group, so we’re not going to do that.”

Every game gets played a little differently by different groups, so tell me about your rules drift.