Gen Con Debrief

Whew! Everyone’s home, mostly recovered from Con Crud and lost sleep, and ready to get back at it!

We are extremely grateful to everyone who came by the >G demo room to check out Prime War; your experiences and feedback was invaluable to our process moving forward. We learned a few things about the “best” way to demo Prime War that will influence the structure of the rulebook, as well as what we bring to PAX Unplugged later this year. We got a chance to run two dozen or so team deathmatch games, including a small handful of 3v3 matches that were truly a spectacle to behold!

Several of you were brave enough to try out Co-op play, and we are incredibly grateful for your time and patience. Many of you expressed your excitement that your were able to fight alongside your friends, and some were disappointed in the timing of some of the enemies’ actions. We’ve taken all of the feedback we’ve gotten from everyone and are looking to tweak some of how the threats behave in order to reduce the frequency of dead rounds. Being Knocked Down is a staple of the game, and should be present in the co-operative play; however, it is currently almost always preventing player actions, whereas that is much less common in PvP play.

We’re excited to start a new round of playtesting in the coming weeks, with major foci on polishing the core box characters and finalizing the co-op threat system. We will also start introducing more scenario play, built from the modular environmental objective system that some of you got to see.

Once again, excessive amounts of gratitude for those of you who came to play Prime War, we are truly overwhelmed by your graciousness and enthusiasm!

Until next time,
–Smith at the Forge

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