Watchtower play test reflections

The recent posts about Watchtower were from a one-shot adventure I ran for my son’s gaming group. They’ve been playing (mostly) D&D together regularly for 3-4 years, and it was a good opportunity to test out the rules with a group that had no preconceptions. The players created Talos-class exotics (the middle of the three classes, which is still very powerful). A few things that I learned from this:

* We need to update our skills to reflect the Watchtower world
* Some power stunts are probably too powerful (looking at you, Chronatics)
* Definitely need to write the rules for Prototypes for high tech heroes

However, broadly speaking the system worked as intended, character creation was pretty quick and fun, and the game flowed easily. We’re going to attempt a variant using troupe play, where each of the players creates a trainee (sidekick?) Achilles-class exotic (the lowest class) to be paired with one of the other players, and in this way we get two different Watchtower teams, and the players get to try different powers and power levels.

About AJ

Gamist: 14%, Simulationist: 29%, Narrativist: 57%. Ah, the irony.
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