A few weeks ago, Valour was tabled FOUR times in one weekend, with four entirely different groups. One group, after having the game significantly stalled early on by an edge case I hadn’t yet considered, soldiered on to completion late into the night.
Overall, feedback was extremely encouraging. Many of the mechanics are feeling more streamlined, and the repeat players all said this was the best session yet. A few systems in the game which are absolutely critical to gameplay are still experiencing some ambiguity and confusion, so those are the next things I need to address.
I’ve seen a lot of posts recently from other first-time designers struggling with how to react to feedback during a playtest. This can be really hard, but I’ve developed a few strategies to make the most of it, no matter what the situation. Putting them down here in hopes they’ll be useful. Continue reading