Tale Weavers – Playtest 1

Date of Playtest: 10/02/2025

Playtime Observed: 6 minutes 25 seconds (first round)
Learning Time: 2 minutes 41 seconds (to learn rules)

1. Player Questions

  • Does the story flow from player to player, or is it told individually?
  • How do players weave their cards into the story, build on the last or reset each round?
  • What happens when the timer runs out and a card hasn’t been played?
  • Should a specific book be read to determine who goes first?
  • How does the game end — tokens, alternate endings, or another system?

2. Learning Curve

  • It took 2:41 minutes for players to learn the rules.
  • Players commented that the setup was easy.
  • The example card in the rules was helpful.

3. Player Interactions

  • Players laughed, smiled, and nodded throughout gameplay.
  • Conversations about cards applied to characters and settings.
  • Debated whether the story should be told cumulatively or individually.

4. Points of Confusion

  • Story flow: cumulative vs. sectioned/individual.
  • How exactly to “weave” cards into a story.
  • The role of settings in character and plot cards.
  • Game endings: whether to use tokens or multiple end conditions.

5. Sources of Excitement

  • Randomness of card draws (“random is better”).
  • The tension created by a sand timer mechanic.
  • Room for interpretation and creativity in storytelling.
  • Loved leading humor in the narrative.

6. Player Enjoyment

  • Making connections between cards and the story.
  • Building individual story sections rather than a single collaborative plot.
  • Experiencing humorous or unexpected story twists.

7. Sources of Frustration

  • The collaborative story felt confusing and less engaging.
  • Settings on cards felt restrictive.
  • Multiple game-ending options created uncertainty.

8. Design Adjustments

  • Clarify Flow
    • Emphasize that each player tells an individual story, not a cumulative one.
  • Simplify End Conditions
    • Establish one clear win condition (ex., first to 5 tokens?).
  • Refine Card Design
    • Remove settings from character and plot cards; make prompts more open-ended and funny.
  • Timer Rules
    • Require players to place a card before the sand timer ends; if not, they must take the top card.
  • Rules Support
    • Keep and expand example cards in the rules to streamline learning.

Leave a Reply

This site uses Akismet to reduce spam. Learn how your comment data is processed.