Tag Archives: playtest

Technoir Beta Rev Final

I’ve been very fortunate to have a lot of feedback on the Technoir Beta over the last month or so. Your comments and concerns have given me a lot to work with in shaping this little game into something stronger (and, by page count, bigger). I’ve just posted a new version of the beta with what is likely going to be close to the final text of the game. Please look it over and let me know what you think. I’m curious to hear if it addresses issues you may have had with the previous versions. If you get a chance to playtest it over the next week or so, I’d love to get your feedback.


Technoir Beta – 813KB

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Talking Technoir

I don’t have time for much of a blog post today, but it did want to point out a few places where Technoir is being discussed elsewhere on the internet. I might have mentioned a couple of these on twitter, but haven’t done so yet on the blog.

First off, Michael Wolf interviewed me last week on the Stargazer’s World blog. We talked about how I got into game design and some of the unique components of Technoir.

Second, the crew from Actual People, Actual Play discussed their playtest of Technoir on their latest episode of their podcast. This was a great source of feedback for me. I hope you enjoy it as well.

Finally, some playtesters have been providing their feedback publicly in a couple of threads at Story Games: [Technoir] A couple issues and [Technoir] 2nd session playtest. The resulting discussion has been amazing for me to reveal some issues in how the game is being communicated and help crystalize for me what I need to make explicit in my next revision of the rules. If you want to see into the guts of how the game is responding to playtest feedback, it’s all happening in that thread.

As always, if you’re talking about Technoir (or Chronica Feudalis for that matter) on your blog, podcast, or a forum somewhere, I’d be happy to hear about, weigh-in if it’s appropriate, and/or link to it from here.

Technoir Beta Rev 2

I just uploaded a new beta document to TechnoirRPG.com. It’s still the same game, mostly, but with a lot of work to clarify it and communicate it better. Thank you to everyone who has been submitting playtest reports. They are helping me tremendously to see what’s working and focus what can be made better.


Technoir Beta – 533KB

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My Mythender

I have had the privilege of playing Mythender twice. Once at my friend Josh‘s epic birthday party known as JoshCon. And once at GenCon. They were both crazy legendary experiences. The problem is that the game is all sitting inside Ryan Macklin‘s head. If I want to learn more, there’s no book to open up…one has to open Ryan himself. And there’s only so many times he’ll let you do that before he returns to his little cabin on The Internet.

Until now.

Last week, Ryan posted the character creation rules for Mythender. You can download them and at least take this portion of the game for a spin. Oh, and you can give Ryan your feedback. So let’s do just that. Read more »

Transmission: Los Angeles

We have a new Transmission for up for download at TechnoirRPG.com. This one centers on the glitzy capital of Immatrix entertainment and gang violence that is Los Angeles.


Transmission: Los Angeles – 463KB

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Beta Rev

So we’re one week into the beta phase of Technoir and already I’m getting some great feedback. You can see some of it on Eldritch Fire Press and the Saint Louis Sprawl blogs. There’s also been a great buzz on twitter of people reading the beta and planning play sessions.

There’s also a review up already on Roleplaying News Russian. As the name implies, it’s a Russian-language blog. If you scroll down to the bottom of the post, you’ll see that the authors were gracious enough to provide an English translation of the review. The review is largely critical, but that’s exactly what I’m looking for right now: constructive criticism I can use to make Technoir better.
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Technoir Public Beta Released

I need your help! Technoir needs to be play tested by people who aren’t me. To make this process easy, I’m just posting the current draft of the rules publicly on the website for anyone to download—anyone to try.

If you can help out with this process, all you need to do is: play one or more sessions with your group, take notes of what was fun and what wasn’t, and email me with your feedback. Read more »

Generation

Audience participation time! I could use your help. While I’m hard at work finishing the first draft of Technoir, I’m wondering how well the overview in the Player’s Guide works for making protagonists. You’ll also need the Twin Cities Metroplex Transmission which has some Connections you’ll need to complete this process. So I’m hoping you can download both documents, make a protag or two, and give me some feedback on the following:

  • Is everything covered by the Player’s Guide? Does it feel like an essential step is missing?
  • Is everything explained clearly? Do certain parts of the process need to be elaborated on?
  • Can you make the protag you want to make? Is something preventing you from creating a character concept that should exist in a cyberpunk setting

Please post your protagonists stats and your feedback in the comments here. And let me know anything else interesting that comes up in the process.

Thanks!

Transmission: Twin Cities Metroplex

So, people are already starting to playtest Technoir, even without the playtest document out yet! That’s amazingly awesome. Between the video I posted, the rules summaries in the Player’s Guide, and questions I’ve been answering in the comments here and on RPGnet, people are able to get a pretty good sense of the game.

So here’s one more piece of the puzzle: the Twin Cities Metroplex Transmission. It has Connections you will need for making a protagonist and a bunch of other plot nodes and stat blocks to make sure you have some content for the game.
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What Doesn’t Kill You…

I’ve been reading Dashiell Hammett off and on over the last few years. I’m a big fan of Hammett-inspired films like Miller’s Crossing and Brick. This is hardboiled fiction at its best as far as I’m concerned. One of the elements that defines a hardboiled protagonist—besides the cynical attitude—is a willingness to face danger. To get hurt, beat up, or even worse in order to do the job. Generally they get punched in the face a lot.

Hardboiled is an influence on cyberpunk, but it is something I am emphasizing even more so in Technoir. In cyberpunk RPGs there is a tendency to spend a couple hours planning in order to get in and out unseen, unscathed. Hardboiled protagonists walk in the front door. They make their presence known. They make people nervous. They shake the tree and see what falls out. The best way to infiltrate enemy headquarters is to walk up to one of their goons, get tasered unconscious, and taken prisoner.
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