Reflective Journal
When first looking into tabletop RPGs I played Lazers and Feelings and the Dark Tower. When playing Lazers and Feelings i found that the game was a bit silly because of the fact that its set in space you have an unlimited amount to what you could create whether its a massive bomb with a shield that prevents you from being injured. This ruined the game for me as i felt like you could do literally anything, making it so that i lost interest in the game as i had too much freedom and felt no consequences to straying from the path of the game, as if you didn't want to follow the story given you could literally stray away and suffer no consequences as you could just go to an inhabited planet and live your life. Although the Dark Tower game I thought as there was a limit and consequences to your choices whilst everyone had their own specialties, this made me enjoy this game more as it was very simple to set up and play with the game play being very fun as there were limits to what I could do so I had to be careful on my decisions as it could mean that I would be taken out of the game which i really didn’t want showing how much I wanted to play the game.
I really enjoyed the outcome of the GM’s control over the structure of the building; I felt this gave the game a different dynamic of mystery and intensity. More so, this encouraged a sense of teamwork and equity between players.
Lazers and Feelings was particularly influential in making my game due to the humor; I’m happy this is a relevant construct in the game play, as it adds to the overall feel and focus, an important aspect in a tabletop role playing game.
The more enjoyable elements of The Dark Tower also have a presence in my game.
When I came up with the mechanics of the game I decided that I had to play test the game and see if there was anything that could be improved. After play testing the game i came to the realization that, the game was way too short, it could easily be completed in an hour which isn't what I wanted for the game and so I decided to try and extend the game by making it so that you had to do little preparation missions so that you can get your weapons and intel about the building which would help the team later on in the campaign whilst also extending the game play for the players.
Also, when play testing the game I was told the good parts about the game such as the role of the GM is very fun as you are able to fully layout the building that the players will be entering having control over the obstacles and the reactions that will be made from the NPC’s. so they have good control over what will be happening to the players and whether or not they will have a better chance of succeeding or if they will have a tough time to complete their objectives but with this power the GM will be able to make the game much more fun for all the players.
I went back and play tested my game one more time when I refined the game more and it made the game much more fun to play I was told by the players after as they found that the game was much more enjoyable as they could play for longer and have some feeling of achievement as they carried on through the game which also meant that they wanted to play the game again in the next week.
Altogether the game was bad at first when i came up with the idea but with multiple game tests I was able to make the game better tailored to the wants and needs of the players, overall making better game play and a better increase in the players experiences within the game opening up a world of possibilities for the players as they keep on playing the game.















