Despite us being incredibly busy with the incoming releases of Incitatus and Aphelion Toolkit Core itself, I still make time to write a blog – especially if I want to keep things up to date about the testing progress.
So yeah, the playtest goes on, and it’s time to resolve the cliffhanger from the previous blog. In the previous episode, Folas Adzana, a would-be paladin ends up in trouble with his organization before he even got to start his duty. Ambition and wounded pride led Folas to try to steal a tome of forbidden knowledge, but his plan was foiled by an old rival.
Despite Dawnwhisper being vastly more powerful than our hero, we managed to take him out – just barely.
That being said, we have no time to escape the guild’s dungeons, as the guards arrive to capture our exhausted protagonist.
As the production of Aphelion Toolkit’s Core ruleset book is coming to an end, the testing is moving forward with increased intensity. We’re not only running a group test in a completely procedurally-generated fantasy world but also several solo test campaigns. Aphelion is meant to be equally playable traditionally with a game master as a solo game, so it’s important to thoroughly crash test it before release. Mixing strategy board game design with a tabletop RPG is tricky, and making it work with minimal prep and oversight is even trickier, after all.
Welcome to the new series of playtest of Aphelion, in which I take Jakub’s brilliant system and try to break it multiple ways. As we’re currently wrapping up the alpha version of the Aphelion Toolkit (just some work left on the scenario and campaign generation!), the time has come to check how all the pieces fit together in solo play! We’re also running two separate group playtests – but I’m a solitary animal. Now, let’s see what we’re up for!
I think it’ll come as no surprise that it’s time to wrap up this playtest. Tomorrow’s quest of finding her sister was successful, she has sorted out her life despite many curveballs she’s been thrown, and there’s nothing that can really harm her prospects. Long live the Witch of the Warrens.
As the battle for independence comes to a close, it’s time to close a couple of threads we’ve been running for months now. There can’t be a real happily ever after with the emergent gameplay – but it’s not going to stop us from enjoying the moment.
In this episode we’re continuing our long-ass Scenario of ensuring the independence of the main characters of this story. It’s going reasonably well so far, but we’re just about to get to the hardest part: a Payout 15 Extraction Scenario!
It’s high time to sort out the situation in the Warrens and restore the natural order of the Universe: with Tomorrow being on top of any pile, Wheeler at her side. At least she considers it the natural order of things. Other people might not agree, but they’re not the protagonists here.
Bored Tomorrow is not a good sign. Tomorrow, whose life was more or less thrown upside-down by learning that her lover was lying to her for almost a year (even if not entirely on his own volition), is a bad omen for anybody she picks as her enemy. She’s not about to go and murder innocent people, of course.
She’s about to run a war, almost entirely on Faction Layer, because I have mechanics to playtest.
After the developments of the last episode, we need to make sure that the timelines align and that the characters’ goals make sense. Project Aphelion is a game about player agency, and while there are tools to just generate the story without any player effort, this is not what appeals to me. Hence, we need an objective for the next leg of the campaign!