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Fall
of the Republic: Design Notes - Part 3: Playtesting
By
Nathanael Tripp
So
you want to be a play tester? Think its all fun and games?
Well you are
partially right. Play Testing the FotR set was one of the best experiences
I have had in my life. But on the other hand it is also one of the
most tiring and exhausting. Basically you have two-three weeks to
wrack your brain for every possible combination that the new cards
can make. For a deck builder this is the epitome of proving your
skills to everyone. Being able to show people that you can not only
make a set fun, but also balanced, really shows off how thoroughly
you were able to play test a set.
When I was asked
to write an article about the play testing process I was stumped
for a day or two, thinking what I could write about. Then it came
to me, why not tell everyone had badly Card Development screwed
up and how Play Testing came to the rescue
too bad that didn't
happen. What really happened was collaboration between our two groups
to find the best solution to any of the problems that arose. Let's
break down two of the situations that came up during testing to
show just how tricky this testing process can actually be.
1. Galaxies
Opera House - Dark
Location-Ground - Coruscant
Build: 3
When your build step starts, search your deck for a Mission card.
Show it to your opponent and put it in your hand. Shuffle your deck.
The elite of Coruscant gathered at the Galaxies Opera House for
entertainment.
As
you can see as originally worded this card was crazy. Being able
to search out a specific Mission card each turn was just too good.
Just think if you could pull your one copy of Falcon's Needs or
Blockade {TPM} just by having this location out. We worked with
CD to try and find a suitable fix to keep this card as a mission
search ability. But no matter how we tried this card still seemed
to create situations that we did not want to be coming up with.
It was then
suggested that giving it a "mulligan" effect would not
only keep it balanced but give the dark side a more consistent draw
mechanic as all previous ones they have has been somewhat clunky.
This was an obviously broken/abusive card, but what happens when
a abusive situation comes in a much more subtle form? That is where
our next card comes in.
2. Card No.
47 - Uncommon
Clone Grenade - Neutral
Equipment-Ground/Character
Build: 2
Pay 0 build points --> Equip.
Equipped Clone unit gets:
* When this unit attacks, do 2 additional damage to the defending
unit and 1 damage to this unit.
You
can see that this version of Clone Grenade is much different from
the final version of the card. Originally CD had it doing auto damage
to the unit equipped with it, but PT felt that this really hampered
the cards effect and didn't really do what the card was intended
to. We advised making the damage to the user a roll effect. Not
only did this create a "fun factor" to the card but it
also gave clone decks a very powerful card to use to their advantage.
And that is
how the card was worded up until the final PT run through when D_LotS
found a major problem with the card. Notice that in this version
there is no equip cost, which is what started all the trouble. You
could pay for the initial cost of this card and then move it all
over the board, from character to ground and back again, without
having to invest any more build into this. We found out the hard
way that this is a bad idea; it lets you boost just the right unit
at just the right time for free. It was changed almost immediately
to have an equip cost after this was found out.
These were just
two of the examples that came to the top of my head when I thought
back on the FotR set. And with the change in leadership of the Card
Development Committee, we are sure to have a whole new slew of tricky
cards to play test in the upcoming set entitled
.
Gotcha, going
to have to wait just a little longer for that information. But not
much longer.
Thoughts
or comments? Visit the message board thread for this article here.
About the Author
Nathanael
has been a player since May 2002 and is currently the Playtesting
Chairperson and a member of the IDC Board. He has written a number
of articles for Wizards of the Coast and has been very active with
the SWTCG Hope of the Jedi tournament. Nathanael Tripp has been
a member of both the Wizards and Rebelbasers forums since January
of 2002, posting under the name Ketricel.
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