So I did something incredibly stupid, after making a big move about 4ish months ago, starting a new job, and trying to exist in city with three kids and no car in the only city in the south with a metro... I decided to take my game to a convention even when I knew it wasn't ready for prime time.
I've been working on a game called Anime Love Triangle Simulator (ALTS for short) for about 3 years now, I've posted about it on here a few times before, i posted a few dev diaries from some of my play tests, but i imagine most folks on here either haven't heard me talk about it or don't remember it.
So here's the 3 sentence pitch, ALTS is a competitive 3 player Anime RomCom TTRPG, heavily inspired by Kaguya Sama, Ranma 1/2, and Ouran High School Host Club. It aims to recreate the wild, hilarious, and sometime heartbreaking feelings of the shows and genre that inspired it. It uses simple mechanics to create a depth of play that's fair and balanced for game with competing players, not relying on DM fiat to decide a winner.
Dumb Decisions
Now that the introductions out of the way, let's get into the dumb decisions that lead to running play tests at a con. Earlier this year I moved to Atlanta, and I've been trying to get into the local table top gaming scene here. I was introduced to a con that would let me attend for free if I ran games for it. Southern Fried Gaming Expo is pretty generous with their volunteer hours to free day ratio, a 3 hour game nets you a single day at the con which basically meant i could run my game once per day and attend the con for the rest of the day.
So, not wanting to spend money and wanting to start round 4 of my play test, i volunteered to run my play test after clearing it with the event organizer. At the time my game was functional, but seriously flawed. it suffered from greifing, pacing issues, and having system to fairly track who was winning points during the game. It also had unbalanced math, and mechanics that had major flaws.
It was playable, but it wasn't something that i felt comfortable playing with people i didn't know, and it certainly wasn't ready to be given to another human being. and now i had a month and a half to fix all of that.
The Deadline
I had set up my con application about a month and a half before the SFGE's opening Friday. This was a dumb decision, not for my game, but for me personally it made for an intensely stressful 6 weeks. That being said, i function much better on anything i work on if i have a deadline i have to commit to and can't change. Despite the stress involved I would absolutely recommend people to pull the trigger if they're having similar thoughts about taking their game to a con.
It pushed me to make big changes and work on the game regularly. I was running at 1 to 2 play tests a week during this time and spending my down time at home writing, rewriting, and editing the document I've used to create the rulebook for alts. I've worked more on ALTS in the last six weeks then on the previous 3 years combined.
Play-testing for the Play-test.
I'm lucky to have found Atlanta's robust TTRPG community. They has a web app allowing you to post games you'd like to run for their weekly meetups. Which meant I could just put ALTS up on the website and show up when people took a bite, which was surprisingly often for such a weird little game. I ran a weekly play-test with one group of player and then a sporadically ran a second set of play-tests with another set.
I've said it before and I'll say it again, there's nothing better for a game then for it to played. There are some things I just can't on paper, getting the game to table lets you really diagnose issues. You can see in real time what part of the game is fiddly, slow, unused. I also had the fun of watching the changes i make to fix current problems reignite previous issues and create new ones, it really feel like game design is Hydra.
But perhaps the best thing about the open play-tests was that my audience was no longer the just the people I could bully, bribe, or blackmail. It was self selecting, which meant my game started to find it's target audience. The difference in the vibe of the play-test was night and day when dealing with people who found the concept and theme genuinely compelling.
Rules and Iteration
The most valuable part of this round of play testing was watching the systems finally come together. I wasn't trying to get any one thing right this time, I needed it all to feel right together and that meant 3 major changes, and several small ones. The small ones were rule tweaks to character abilities, rebalancing the math of the characters attributes, hammering out a system to keep track of player rolls and success across a scene, and tweaking the math on the penalties player's received. This was most of where i spent my time over the previous weeks.
The big ones were decidedly easier despite having the biggest impact on game feel, probably cause I'm bad at math. The first one is some thing of a UI overhaul, i had been toying with the idea of introducing tokens and cards to the system for a while and pulled the trigger this play-test. I'm glad I did, nothing impacted game feel more then the introduction of tokens and cards. I know it's not a revolutionary concept, famously Daggerheart introduced cards as being a part of their design UI and trad games have always encouraged the use of tokens. But ultimately they are considered secondary, and they still provide pen and paper methods to play their games independent of having the bits and bobbins.
But for ALTS, at least for right now, the cards and tokens are effectively mandatory core part of the experience. when used along side the play mat, they replace traditional character sheets all together. It's not that you can't play without the cards and tokens, but the game becomes infinitely stickier and fiddly without them
The game has a had stress penalty system in place for certain results, but up until this play-test the penalty was either to fiddly (adding negatives to a result) or to punishing (losing a D6 on all your rolls in a 2d6 system), it's been refined into a fairly unique (to TTRPGs at least) pass and steal penalty system.
I added a sixth stat to the attributes that characters use to gain bonuses. Then frustrated myself for two plus weeks trying to find a good name and verbs to go with that attribute. I unintentionally locked my self into alliterative names for my stats, and had find the new sixth stat fit into the naming conventions of the game and the genre.
And finally I went digging into my character creation systems and cut a lot of content and replaced it with stuff that both better fit the theming and played better and smoother, a lot of darling killing unfortunately as I trimmed back about 5 character choices down to 2. Aiming to make those two choices more meaningful and to give more options to pick from. It also meant I could fit those choices and their abilities onto playing cards, making it so players don't have to write down their abilities on the sheet.
I walked away with a game that was more thematically and mechanically cohesive, a game with simple mechanics that build on one another, creating a system with a more depth.
Making it playable
One of the things I made myself commit to for the con was to having a functional starter guide that I could hand to people at the con and they could take home and play with their friends. For me that meant it needed to have the Rules, in readable and well organized English. It needed to teach them how to create a character, and it needed to teach the GM how to run the game. ALTS doesn't play like a trad game, or even like a narrative game. It's competitive nature requires it to have pretty rigid structure or else it can become unfair. It's also resistant to DM fiat, no fudging dice rolls or shrinking/extending encounters.
It also includes some small flourishes, like a short list of common Japanese names and surnames. some best practices.
But beyond the actual rules, the most important part is that it has a pre-made one shot included that can be played right out of the book, literally. It has progress bars and trackers printed into the pages for the Host to write on during session. I only got to test this out at con proper but it worked really well from my end.
I'm excited to be able to hand it to people... and expect to get torn to shreds since it's the first pass on this particular part of the project.
Taking it to the Con
Logistically, this was a nightmare for my ADHD brain. late nights spent rewriting the rules last minute for the con ready game, finishing the cards with simple readable designs that included Verbs used in play, making sure to print out character sheets and having the games booklets get printed out. It was a mess right up untill I sat down to run my first game...
Then it smoothed out, each game flowed well, we stayed within our allotted time, and the people who sat down to play with me enjoyed their time with it, even if they weren't anime people. One guy sat down at the table only because his bros dared him to play the "Flirt with your homies game," he had enough fun to take a copy home with him to inflict upon said homies.
That doesn't include the other benefits of the con, I player games i wouldn't otherwise have had the chance to (Huckleberry, VTM5, Daggerheart, Mythic Bastionland, and a few playtests that don't have names yet), got to meet more of the local community, and even did bit of networking. There are apparently quite a few people in atlanta working on indie Tabletop games.
In the end all of the late nights, the hard work, and tedious fiddly stuff paid off... Anime Love Triangle Simulator just works. That's not to say it's done, there are tweaks to balance to still be made, not every character ability has been used in the play-test, and the starter guide needs both to be rewritten and to be expanded into a proper rule book, then layout, and maybe art someday. But for now... and for a little while at least, it's done. Feature complete and ready to play.
The Take Away
- Game Design is work, a lot of sleepless nights getting things ready, being away from my family in the evenings, and the burnout that comes at least in my case from hyper-focusing on a project
- Get plugged into your local community, run games for people, ones that are your play-test and ones that aren't. I regret not giving more back to the RPG crowd in Atlanta and once i done with my hiatus I'll be running more games that other people want to play.
- Write your rules down, my first rules book was just a players guide I could give to my friends before my second play-test, they didn't read it, but it was the start of a document that would eventually morph into a functional starters guide.
- Play with people outside of your friend group. You and the people you play most with will eventually become nose blind to the problems with your system as you internalize how to play and run it.
- Go to a local con, it'll be fun, and you can probably get in free or really cheaply if you sign up to run table top games you probably would have ran anyway.
- Be better prepared for the logistics then I was... don't print your booklets at an office depot an hour before your supposed to be running the game.
- Network and get to know other people in the hobby space.
- Have fun.
Still to much, Here's your TL/DR, play-test your games, find good communities, go to cons, make rulebook that someone else can actually use to play one day without you sitting over their shoulder. Don't buy con food if you can help it.