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Can you look at my game's pitch for playtesters?

Started by Monster Manuel, February 03, 2017, 02:22:01 AM

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Tod13

Quote from: Monster Manuel;944359Unfortunately while i can choose the font and sizes, I don't think I can change whether the site's font takes your sizes. That's on Squarespace's end. It's basically a walled garden that lets people with a decent eye make a fancy website, as long as they don't need too much from it. I'll see what I can do, though. To understand the problem- you couldn't use CTRL - to zoom out?

I could use CTRL+/- but I don't want to use it. :p Does Squarespace not let you not specify a size? Maybe try font-size: 100%; in your CSS? Currently, it appears font-size is set to 18 for normal text. Default is 16 for normal text.

Monster Manuel

#16
Well sorry about that. I can't access the CSS without losing my template. I have no back end access. Squarespace is not a typical host. If for some reason the option to use ctrl+/- isn't good for you, then I guess you won't want to come to my site. That sucks, but it is what it is.

Just to explain a bit more, I've used typical hosts like hostgator, but can't jump online at random times to fix issues. I lost my last site because of a runaway plugin. I just want a site that most people can use (it looks fine on even my phone) that isn't a full time job. I'm paying twice as much for a third of the funtionality I'd like, but infinitely less hassle. Eventually, if you're interested, the game will be freely downloadable and distributable, and I might mirror it on a more conventional site.
Proud Graduate of Parallel University.

The Mosaic Oracle is on sale now. It\'s a raw, open-sourced game design Toolk/Kit based on Lurianic Kabbalah and Lambda Calculus that uses English key words to build statements. If you can tell stories, you can make it work. It fits on one page. Wait for future games if you want something basic; an implementation called Wonders and Worldlings is coming soon.

Monster Manuel

#17
I can definitely check the text size, though. I can change flat variables, but not percentages, which mess with resonsiveness, a part of the theming that I don't have access to.
Proud Graduate of Parallel University.

The Mosaic Oracle is on sale now. It\'s a raw, open-sourced game design Toolk/Kit based on Lurianic Kabbalah and Lambda Calculus that uses English key words to build statements. If you can tell stories, you can make it work. It fits on one page. Wait for future games if you want something basic; an implementation called Wonders and Worldlings is coming soon.

Monster Manuel

#18
I have to apologize to you. I had a bit of a tone in my first reply today, thinking that you were one of the types of people who can never be pleased.

No offense, I'm just letting you know. I was absolutely wrong, and I'm a jerk.

It was in fact set at 18, maybe as a default for my template. I changed it to 16. You have a really good eye. No one else complained, but that probably means that most of them were just quiet about it. Thanks.
Proud Graduate of Parallel University.

The Mosaic Oracle is on sale now. It\'s a raw, open-sourced game design Toolk/Kit based on Lurianic Kabbalah and Lambda Calculus that uses English key words to build statements. If you can tell stories, you can make it work. It fits on one page. Wait for future games if you want something basic; an implementation called Wonders and Worldlings is coming soon.

Tod13

Quote from: Monster Manuel;944461I have to apologize to you. I had a bit of a tone in my first reply today, thinking that you were one of the types of people who can never be pleased.

No offense, I'm just letting you know. I was absolutely wrong, and I'm a jerk.

It was in fact set at 18, maybe as a default for my template. I changed it to 16. You have a really good eye. No one else complained, but that probably means that most of them were just quiet about it. Thanks.

No problem and no offense. :cool: I'm a software developer and was approaching it as a programming issue to solve, which can be a bit abrupt. I understand the issues of dealing with annoying software and annoying users. (It was weird when I looked at the site in a developers debug mode. There isn't any CSS for the site--all the changes are made somewhere inline.)

I just didn't want you to lose users who might not even know about control+/-, which I also should have said earlier too. I don't like to use it because some sites get totally messed up by it.

It looks a lot more readable now. The headers really stand out--they might be a bit large for some people now, but it also makes it easier to find sections.

Monster Manuel

#20
Cool. Thank you very much. I need that programmer approach to things for this game in particular. I need logical people who will find the bugs. I'm not asking you to join the playtest unless you want to, just saying that I need people like you to help this particular project do what it's supposed to. A programmer might not even have to play the game to read the "code" and see the problems.

Incidentally, right now I'm writing up the 12 Labors of Hercules as they were presented and solved in the myths. My end of this is very codelike, just keys and a bit of explaining, like:

Lernean Hydra
Problem: Annex(ation)
Solution: Sliced applied to (heads and necks). Lasting Countered applied to Sliced necks by "fire".

The Annexation ability would require some recharging fuel source that the Hydra was drawing on, but the essence of the problem is proliferation, and so it's about Annexation.

This of course is just my end. I need to write it up for others to use, but the codelike aspect of the Keys helps me quickly sketch things
Proud Graduate of Parallel University.

The Mosaic Oracle is on sale now. It\'s a raw, open-sourced game design Toolk/Kit based on Lurianic Kabbalah and Lambda Calculus that uses English key words to build statements. If you can tell stories, you can make it work. It fits on one page. Wait for future games if you want something basic; an implementation called Wonders and Worldlings is coming soon.

Monster Manuel

One other thing. I took what you said about it being too long to heart, but someone who is *really* excited for the game told me it was an excellent kickstarter styled pitch. He's got the enthusiasm, so I have to defer to that. :D He could be blinded by that enthusiasm, but the playtesters should be most the passionate ones.

I originally made it long because I felt that a game that's so weird on the surface, I need to explain why it's weird- it needs to do X, Y, Z, and because of that, it's weird. The source material isn't even the reason it's weird, I chose the source material because I thought it would help me get the functionality as a model of reality to crib from.
Proud Graduate of Parallel University.

The Mosaic Oracle is on sale now. It\'s a raw, open-sourced game design Toolk/Kit based on Lurianic Kabbalah and Lambda Calculus that uses English key words to build statements. If you can tell stories, you can make it work. It fits on one page. Wait for future games if you want something basic; an implementation called Wonders and Worldlings is coming soon.

Monster Manuel

#22
My numerous typos are a combination of exhaustion from a crunch time push with this game, and a dying keyboard. Bad combination. However, when fixing some typos upthread, I noticed that I missed a reply I meant to make when I was sectioning off quotes.

Quote from: Tod13;944237I
For "what it's actually like" section, when you explain your game in terms of a game I don't know and/or don't like, you lose my interest. Unless you're comparing to D&D, it is probably best to avoid that.

I have been told that that part was some people's favorite because it gave them a context for the game. I do recognize that most people don't know all of these games, and it can have the opposite effect, that's why I tried to hit an array of styles, like Fudge, Gurps, or Apocalypse World which are all very differerent ways to play the game.

I thought about including D&D, but the default play is not really like D&D. You can make a class and level system with some caveats.

You'd use the Plan Key, which by default would give you 10 levels. A Plan works by giving you things when certain criteria are met- in this case Experience investment. With ten levels, you could do a lot of what a 20-level progression could do but each level would be twice as big. Or you could do kind of prestige classes, each one 10 levels long- tiers.

Further, depending on the campaign variables, you could increase the "depth" (which functions as a scaling multiplier in certain cases) of the Plan by multiples of ten- probably not the best way to do it. But a 100 level class would be a bit like a Japanese RPG or Rolemaster, so who am I to say? Usually depth stuff is abstracted and calculated when required, but you could expose it (in the programming sense) and use it this way.
Proud Graduate of Parallel University.

The Mosaic Oracle is on sale now. It\'s a raw, open-sourced game design Toolk/Kit based on Lurianic Kabbalah and Lambda Calculus that uses English key words to build statements. If you can tell stories, you can make it work. It fits on one page. Wait for future games if you want something basic; an implementation called Wonders and Worldlings is coming soon.

Tod13

Quote from: Monster Manuel;944471One other thing. I took what you said about it being too long to heart, but someone who is *really* excited for the game told me it was an excellent kickstarter styled pitch. He's got the enthusiasm, so I have to defer to that. :D He could be blinded by that enthusiasm, but the playtesters should be most the passionate ones.

I originally made it long because I felt that a game that's so weird on the surface, I need to explain why it's weird- it needs to do X, Y, Z, and because of that, it's weird. The source material isn't even the reason it's weird, I chose the source material because I thought it would help me get the functionality as a model of reality to crib from.

The long version is good, once you've got me interested. For an initial contact you want to be compact and make them want to know more. At least, that's my opinion. ;)

Quote from: Monster Manuel;944476I have been told that that part was some people's favorite because it gave them a context for the game. I do recognize that most people don't know all of these games, and it can have the opposite effect, that's why I tried to hit an array of styles, like Fudge, Gurps, or Apocalypse World which are all very differerent ways to play the game.

I thought about including D&D, but the default play is not really like D&D. You can make a class and level system with some caveats.

This was about the "what it's actually like" section. Gurps and the others are mentioned in the "who is it for section". The who is it for section is OK. It's a list of who you think your potential audience is, which works for me. Especially, since you say why for each system, which helps since I can go "OK, that makes sense" even if I don't like or can't remember details about the game. I actually don't like any of the games you mention there (why isn't important--none of them are bad, just not my glass of Dr Pepper)--but I can see how you want to provide customization and narration of results, without being too rules heavy but still giving good guidance in how to make things work. The who is it for section also works since the list has a lot of entries that aren't "you play XXXX".

Since it helps you for a large portion of your potential audience, may just rewording it to be similar to the who is it for section. Maybe something like this that says "I'm different from Powered by the Apocalypse" instead of "I'm like PbtA".

QuoteTribute's Moves are a bit less predefined than Powered by the Apocalypse games, allowing for more specific rules-engagement, within a similar gameplay loop.

I only mentioned D&D in my other response because I think it is the one game everyone knows and can compare--I don't think you should compare your game to D&D as you intend a different experience. :)

Monster Manuel

#24
Quote from: Tod13;944504The long version is good, once you've got me interested. For an initial contact you want to be compact and make them want to know more. At least, that's my opinion. ;)

I get what you're saying about the initial contact now. I've been direct linking anyone who was interested to the big pitch, but the Home page has a paragraph or so for people who have no idea. While asking for big pitch advice, of course, I did send a lot of neutral parties there, which may be an issue.

QuoteThis was about the "what it's actually like" section. Gurps and the others are mentioned in the "who is it for section". The who is it for section is OK. It's a list of who you think your potential audience is, which works for me. Especially, since you say why for each system, which helps since I can go "OK, that makes sense" even if I don't like or can't remember details about the game. I actually don't like any of the games you mention there (why isn't important--none of them are bad, just not my glass of Dr Pepper)--but I can see how you want to provide customization and narration of results, without being too rules heavy but still giving good guidance in how to make things work. The who is it for section also works since the list has a lot of entries that aren't "you play XXXX".

Since it helps you for a large portion of your potential audience, may just rewording it to be similar to the who is it for section. Maybe something like this that says "I'm different from Powered by the Apocalypse" instead of "I'm like PbtA".



I only mentioned D&D in my other response because I think it is the one game everyone knows and can compare--I don't think you should compare your game to D&D as you intend a different experience. :)

Cool stuff. I can't edit the site on my phone, but will address this stuff when I get home.

Earlier, I didn't want to quadruple post, so I was waiting until I had something else to say, but I found some places to add custom CSS. I've already widened the content sections a bit, since the site will have a lot of text, and I want to reduce scrolling. I think it still looks as good as before, just more functional.
Proud Graduate of Parallel University.

The Mosaic Oracle is on sale now. It\'s a raw, open-sourced game design Toolk/Kit based on Lurianic Kabbalah and Lambda Calculus that uses English key words to build statements. If you can tell stories, you can make it work. It fits on one page. Wait for future games if you want something basic; an implementation called Wonders and Worldlings is coming soon.

Tod13

Quote from: Monster Manuel;944529Earlier, I didn't want to quadruple post, so I was waiting until I had something else to say, but I found some places to add custom CSS. I've already widened the content sections a bit, since the site will have a lot of text, and I want to reduce scrolling. I think it still looks as good as before, just more functional.

Looks nice. I think you also shrunk the headings a bit? Or is that just the wider text looking better? :-)

Monster Manuel

I haven't shrunk the headers, yet, but I intend to.
Proud Graduate of Parallel University.

The Mosaic Oracle is on sale now. It\'s a raw, open-sourced game design Toolk/Kit based on Lurianic Kabbalah and Lambda Calculus that uses English key words to build statements. If you can tell stories, you can make it work. It fits on one page. Wait for future games if you want something basic; an implementation called Wonders and Worldlings is coming soon.