Bogeymen is in the final steps of editing, and my play tests are remarkably fruitful. Consider: failure is the greatest opportunity to make improvement.
Ingenero provides great tools for interpersonal drama, providing documented queues for characters to disagree and butt heads over the course of a game. To this end, character generation can be “tuned” far tighter than in most games.
Right now, I am tweaking the characters’ traits and motivations to create the right group dynamic between the boys in Bogeymen.
As far as design of a module goes, I'm thinking that sometimes less is more. I provide a lot fo clues and resources in Bogeymen, but that doesn't take away the GM's responsibility to present a story and hooks to the characters. Playtest B tried just that, and though the clues were compelling and gave the players the tools they needed, the play was far less exciting without a stronger hook.
Good Idea Games >