Wednesday, July 15, 2026

Tower Playtesti

 Hello just blogging. I'm doing a test of my worldbuildy game which you are welcome to look at. I wanted to get a feel for the new dice mechanics I added when I decided that unpaid Envoys can settle and interacted with in a way other than cards. It seems to work in a satisfying enough way. The following is basically what my playtest looked like. At the end of it I wrote a couple of notes about what needs adjustment. Also I should note that some of the rules I'm following are currently handwritten on a printed copy I made of the rules and I will need to go in and type them out in the rules doc. 

 Another thing. I was doing a bit of study of Tarot reading to try and figure out satisfying ways to actually make use of the visuals of Tarot cards and had this blogpost hit me in the face with such an obvious realization that I felt the need to implement it immediately, though it's not really apparent here it will be a more obvious inclusion in the future. I am using the Pamela Coleman Smith deck because it's the classic. 

 

When a Court Card is named, followed by a numbered card of Suite, that indicates a vision is had. If an envoy is declared to Arrive that suggests a number of days relating to their Questing card have passed.

 

Playtest: 

King of Cups, V of Swords. Name a mythical creature. The Baron's Hound, an oily creature said to worm it's way into the minds of innocent people and turn them into cruel wretches. It slithers in through the ears and can only be expelled by boiled honey water. Faire: The Lovers VI

F:d20
C:d6
S:d12
W:d10
P:d8
F: +

Knight of Pentacles, V of Cups: Name a mythical creature. Ivory Thing. Like a crane but yellowed like bone, resembling a carved and aged tusk but larger than a true bird. It is said to live in birch forests. It's story tells of it feeding it's young fingerbones and building their nests from ribs. Faire: The Devil XV

F:d20
C:d12
S:d6
W:d10
P:d8
F: 

Envoy King of Cups arrives. Settled for now, with an unpaid Faire. Rolled for interactions. Faire dice roll was 14, spent it on paying off the Faire. Good Favor. Swords roll is a 3, I will spend the Pentacles dice to flip the one added facedown card (need a name for this maybe?). The facedown card is a cup. Maybe I get to add it to my hand? 

Page of Cups, IV Pentacles. Learn of trade: From the plains a new crop is finding it's way East. While it closely resembles wheat, it is touted as being medicinal and even as causing visions. People in the City of Salary are skeptical, though it is being offered in huge quantity in the market vendors and for reasonable prices. Faire: The Hanged Man XII

F:d20
C:d6
S:d10
W:d8
P:d12
F:

Visit the Envoy of Cups again. Dice are cast. Sword die rolls a 2. Not enough. I debate spending one of the other die to reveal the facedown card. I spend The cups die revealing X of Pentacles. I pocket it. The Favor becomes negative since the Envoy hasn't been paid yet. (maybe favor flips after a certain amount of days without interacting. Let's make it 2 based on vibes.) 

Knight of Pentacles Arrives. Faire is paid with VIII of cups. Roll d6 to determine how the vision manifests. Rolled a 6 which is above the 2 required of a knight. People are wary of the birch forests. Some villages are close enough that the townspeople take cautionary measures in fear of the Ivory Thing. The most effective thing people swear by is deboned, salted and spiced fish left by entryways, spiced to keep the stray cats from stealing it in the night. 

This Envoy's Journey was five cards: VIII of S, Ace of W, VII of W, 9 of S, V of P (interpret as wished). It ended in leasure (spent X of cups) and they do not settle at all, save for a long drink with the Tower's Ward, before heading off to continue their journey. 

Visit with the King of Cups again, their Favour has turned to positive again after two days left alone. Dice are rolled. Swords die rolls 6, though I spend both dice to flip the stacked cards on the settled Envoy and pick two to use or add to my current hand. Cards are II of P, X of W, and The Magician ( a mistake on my part) so I pick the first two cards to add to my current hand. Having no dice to use as a card, I spend The VIII of S to pay off this Envoy. I roll a 4 to manifest the Vision which matches the King's requirement. The vision is adjusted thusly: It is rumoured that palace sorcerers have captured Baron's Hounds in wine bottles, corked and bound with spells written in wax and ichor. The Envoy thanks you for your hospitality and will be leaving shortly to return home. (The Faire that has been paid should effect something about this, I'm still not sure how that will look.) VIII of Swords should also flavor how the Envoy left, forgot to decide that but will make note to do it in the future.

Hand and Journey cards combined then pared down to 5 cards.

The Fool: X of Swords. An unexpected Visitor comes to the Tower. In this vision, they tell you of the Grain from the Plains and how it is rending the city to madness. Faire:

Page of Cups Arrives. Their Journey is VI of S, II of C, IX of C, VI of W, IV of S (interpret as desired in order). Hanged man is swords. Faire paid with IX and IV of Swords. Envoy is paid with V of Pentacles. Dice is rolled above a 1 so the Status quo is undisturbed, their story matches your vision perfectly (paid Faire modifies in some way, etc). They return on their Quest in some way based on cards spent (again, must make a note of this.)

End of this Tower playtest. 

Things to note:

1. Faire unpaid and settled should have some effect. Faire paid should have some effect on vision or Envoy's character. Ex. The Devil could suggest the Envoy had some sort of ensorcellment, The Lovers could suggest the Envoy is leaving to return to someone special to them etc.
2. Flesh out Journey based on Journey cards arranged chronologically. There is a story in this Journey, it is based on vibes. 
3. Cards used to pay Faire and Envoy should add flavor. In the case of the Faire, it should suggest how the Faire was overcome, or how the Envoy has come to terms with this Faire. In the case of Paying the Envoy, the cards should suggest how the envoy was convinced to tell you things in relation to the vision. 
4. Note should be taken of the Journey cards in hand and who they were received from. This is getting tedious but it is an interesting idea of continuity. Ex. Using a X of Swords you received from another envoy to pay off an Envoy could be you recounting their sight of bandits on the road to offer comradery as a caution in their future travels. 
5. Gotta be a better way to take notes of these playtests.

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Tower Playtesti

 Hello just blogging. I'm doing a test of my worldbuildy game  which you are welcome to look at. I wanted to get a feel for the new dice...