Posted June 09, 2024 by Minivera
#design #playtest
I will be rambling for a bunch of paragraphs to tell the story of how Hexen and its first playtest came to be. Feel free to skip to the first heading if you only care about the design stuff!
Almost a decade ago, I decided to participate in a few "TRPG game design contests" (I didn't know we called those game jams at the time). I'd been writing tabletop roleplaying games for a couple of years already (most of them are terrible), even dabbling into half-releasing some. It was an awesome experience. I kept going until the demise of Google+, where most of these were organized and run. With my usual platforms and contacts lost, my interest for these jams was also lost.
I tried to get into game design again on a few occasions, I never really lost the passion. I even started a master's degree in tabletop game design to explore this passion of mine. Yet, with life getting in the way (and a post-COVID world where universities seemed to think remote studies are a thing of the past), it seemed this hobby of mine would fade away like so many others. That was until this year, when I decided I would start participating in game jams on Itch.io and start building up my design muscles again.
That's where I found the Shit Or Get Off the Pot game jam on itch. I thought "a zero-stress game jam about creating 10 one-page games in a month just to start creating? PERFECT". I would even give myself an added restriction where I could only create games with a "physical component", like marbles. I should have read the rest of the title where it said "Solo games" (I.E. games you play alone) before I designed 8 group-based games. Oh well, I ended up recycling this and running my own fake game jam instead. I'd create 10 one-page imperfect games to get something out, to be creative. Of course my perfectionism wouldn't get in the way and prevent me from releasing 10 games…
So anyway, why the story at the start of this dev log?
That's from this whole story that Hexen came to be. Hexen wasn't a long-term project I finally released or an idea I've been exploring for a long time. Rather, it was something I put together in about 3 days. I had the idea to take the fun parts of "block" placement games like Blokus and turn them into a TRPG. I hadn't been creating for nearly 5 years, it ended up being pretty rough and rambly, and yet I'm incredibly proud of the results.
Keeping it to 1 page forced me to focus on the big mechanics, and to avoid any additional stuff that would detract from the core. Whenever I design games, they almost always end up turning into 50+ pages-works that I can't be asked to finish. I get into the nitty-gritty of designing foes, adventures, powers, complex mechanics. Too much to work on at the same time. Keeping things to one page instead did wonders for my creativity and motivation. I recommend it.
I really like the final product. I think the visuals are really good for a total noob when it comes to visual design, and the mechanics are really nice in my opinion. I find it has that "elegant, generic system" touch I see in many other generic games on Itch. It's also really surprising, but also humbling, to me that it was by far the most successful of any game I've ever released. 100 views and 30 downloads might not be much, but it was massive for me.
With this success in hand, this long story is finally leading to the whole point of this devlog, the playtest! For the first time – ever – I decided to finally run a playtest of one of my games. For the rest of this devlog, I'll go over the learnings and what I want for the future of Hexen.
I chose the first adventure for the Keys from the Golden Vault adventure anthology for D&D 5e, and decided to run it (I mostly chose it for its non-violent potential) for my playtest. I had 5 players, 4 were regular players and 1 never played any TRPGs. The game ran for about 2 hours and 30 minutes, not including creating the characters and going over the rules. Not a very long session, but the players want to run a second one, which is exciting!
I was running the playtest using the rules from the official V1 version of the game, with some adjustments based on my own tinkering after I had released it on the Itch page:
Let's review what I learned from the playtest:
Those were the big lessons. Overall, I think this tells me that I need to streamline character generation and help players get more than 2 dice per roll, potentially through additional mechanics. I have some ideas I might toy with soon based on the after-session discussions:
As I finish this log, I already have another file opened to start working on the next version of Hexen. I'm hoping to get feedback for the new mechanics through a series of more devlogs, if that's something you're interested in.
My main goal, though, is to extend the core mechanics and provide more examples, and for that I'll need more space. I think I'll still limit the size of the document in some way, however. Maybe a booklet format where I limit myself to 10 letter size pages that can be joined together would work great. That'd give me a total of 20 pages, including the front and back covers.
For those curious, all my games' were created in JavaScript with React and React-pdf. I'm a software developer through and through. Limiting the game's size to a booklet format has the added benefit that I can also build some kind of system to automatically generate the booklets based on some files. I'm already getting hyped for the coding part! But I need to start writing the game first. Priorities.
Hopefully this devlog gave you some insights into how Hexen came to be and an idea of where it's going. Please let me know if you've got any ideas for mechanics or things you think should change, I'm very interested in hearing your feedback. Also look forward to more playtest reports, I intend to keep playtesting the game as I improve it.
I'll see you in the next devlog 👋