Current version will be extensively updated


I playtested the game yesterday online with some lovely folks, and we had the fun time I thought this game would be able to provide. However, during the debrief and feedback, I came to some major conclusions about how I want to develop it into the final product. I'm confused (as this is my first game at this major step in development) as to whether I should unpublish the game completely, keep it published with a major note in the beginning about what I'm looking for with keeping it published. Nobody should actually play the game in the state it's in without understanding what the game is trying to accomplish and please don't try to follow all the rules (more on that later).

Safety tools - I already talk about them and why they are important in relation to the game, but I'm going to add more to this section to explore more about why this particular game can bring up some emotions from past games. We've all had those experiences with players acting in antisocial ways by using their characters, and we've all had experiences with GMs that were less than respectful.  As a person with a social psychology degree, it also interests me how acting out these antisocial behaviors might be a helpful catharsis. In addition, I will be suggesting that brand new players to TTRPGs not be steered toward playing this game. A lot of the Meta aspects might not make a lot of sense, and the cliche antisocial behavior might not be understood as well to a new player as being cliche and may instead be upsetting.

Speaking of the Meta aspect, I would like to add a section about the differentiation between the Player of the game, the Player IN the game who is then playing a Character. It is the Player IN the game that is the true star of the show, and that came out in organic gameplay yesterday. It was interesting how, even in this game of antisocial player behavior, there were many moments of players having their Players having compassionate discussions, or having players have their characters bond together. One player especially roleplayed that his in-game Player had low self esteem and that's why he was acting out through his character. 

Now, on to the rules - they need to be slashed. It's not the greatest system in the first place as I adapted an adaptation of another system, and that adaptation was from a shitpost game that had obviously not been playtested as far as rules maybe at all, or they were ignored just as I had run it with my daughter's household. I was trying to be all "OK, this is a game, I need a system," even though my go-to GM style is to know enough of the rules to keep players knowing how things are turning out and then roleplaying the rest. So some of the rules will remain (EXPLODING DICE!), but many will be streamlined or removed entirely. And the mechanics will be more thoughtfully inserted into the game to give the players a firm standing on whether their antisocial action succeeds or fails to place more "blame" on the game itself rather than each other.

If you DO decide to download the game before I make an announcement about it being in a Beta rather than Alpha condition, the kind of feedback I'd like is related to the aspects in this dev blog post. I do not need suggestions on how to "fix" the rules as written unless it involves simplifying them and making them fit to helping with player comfort.

Get It's What My Character Would Do: The TTRPG (Alpha)

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