Wildsea Quickstart B - Firefly Playtest Feedback
Thank you for playtesting The Wildsea!

We're still in the process of iterating and finalizing the rules of the game. Your input helps us immensely!

Please feel free to fill out as much or as little of the survey as you'd like. Any little bit of feedback would be greatly appreciated!

- The Wildsea Team
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How would you like to be credited as a playtester (Name or Nickname)?
What type of roleplaying games / systems do you typically prefer? (Please check all that apply)
How many total players (including the Firefly) were in your game?
Clear selection
I felt like I did a good job balancing Spotlight amongst the various players.
Strongly Disagree
Strongly Agree
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Please select any of the following tags that you felt applied to your playtest session.
I enjoyed my time as a Firefly on the Wildsea.
Strongly Disagree
Strongly Agree
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I felt like the Quickstart Rules provided enough guidance to run a game of the Wildsea.
Strongly Disagree
Strongly Agree
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How much session prep would you say you put before your session of the Wildsea?
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If you did prep, how did you prepare? Select all that apply.
Please select any and all tags that describe your GMing style:
On a scale of 1-10, how would you rate your system mastery of the Wildsea BEFORE running your session?
I had no idea what I was doing.
I could hack the Wildsea in my sleep.
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I felt like character creation was easy and straightforward.
Strongly Disagree
Strongly Agree
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I felt as if I had a clear idea of my players' abilities and capabilities.
Strongly Disagree
Strongly Agree
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I felt as if the mechanics of the game helped generate narrative and directions on where to take the game.
Strongly Disagree
Strongly Agree
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I felt that I had to lead my players and was responsible for a majority of the plot / encounters.
Strongly Disagree
Strongly Agree
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I felt like my players had agency in authoring the story.
Strongly Disagree
Strongly Agree
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I felt like the players had authority to collaborate on elements of the world and fiction
Strongly Disagree
Strongly Agree
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I felt like there were times where I was unsure of where or how to move the session forward.
Strongly Disagree
Strongly Agree
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I felt like my players easily overcame the obstacles I threw their way.
Strongly Disagree
Strongly Agree
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I felt it was easy to explain and grok the dicepool system of the game.
Strongly Disagree
Strongly Agree
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What would you say was the average dicepool size your players?
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About what percentage of the rolls did you decide to Cut?
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When a player marked an Aspect Track I could easily help them interpret what it meant fictionally.
Strongly Disagree
Strongly Agree
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I felt as if my players were challenged throughout the course of the session.
Strongly Disagree
Strongly Agree
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I felt like resource management was an important component of the game.
Strongly Disagree
Strongly Agree
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I felt as if the mechanics encouraged the players to engage in the external (action, combat, chases, etc.) stakes of the game.
Strongly Disagree
Strongly Agree
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I felt as if the mechanics encouraged the players to engage in the internal (character, motivation, relationships, etc.) stakes of the game.
Strongly Disagree
Strongly Agree
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I wish there was more Firefly guidance in the rules on how to run the game.
Strongly Disagree
Strongly Agree
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Please rate how useful Tracks were in guiding the session forward as a Firefly.
Not Useful at All
Essential
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Please rate how useful Drives and Mires were in guiding the session forward as a Firefly.
Not Useful at All
Essential
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Please rate how useful Montages were in guiding the session forward as a Firefly.
Not Useful at All
Essential
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Please rate how useful Journeys were in guiding the session forward as a Firefly.
Not Useful at All
Essential
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Please rate how useful Discoveries were in guiding the session forward as a Firefly.
Not Useful at All
Essential
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Please rate how useful you think Table Generators would be in helping guide your sessions as a Firefly.
Not Useful at All
Essential
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Please rate how useful you think Locations (settlements, monuments, cities, etc.) would be in helping guide your sessions as a Firefly.
Not Useful at All
Essential
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Please rate how useful you think Factions would be in helping guide your sessions as a Firefly.
Not Useful at All
Essential
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Please rate how useful you think prewritten NPCs would be in helping guide your sessions as a Firefly.
Not Useful at All
Essential
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Please rate how useful you think a Bestiary would be in helping guide your sessions as a Firefly.
Not Useful at All
Essential
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Please rate how useful you think Actual Plays would be in helping guide your sessions as a Firefly.
Not Useful at All
Essential
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Please rate how useful you think additional Firefly Guidance (GM Advice) would be in helping guide your sessions as a Firefly.
Not Useful at All
Essential
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Hoiw would you rate the "difficulty" of the Wildsea to learn as a system?
Extremely difficult to learn.
Very easy to learn.
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How would you rate the "balance" of the Wildsea as a game?
Extremely imbalanced
Perfectly balanced
Clear selection
How would you rate the "difficulty" of the game in terms of overcoming obstacles and consequences?
Crushingly Difficult
Pitifully Easy
Clear selection
How would you rate the overall "power level" of your characters and crew?
Famished Peasants
Mythic Superheroes
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How likely are you to recommend/share/suggest/run a game of the Wildsea with your gamer friends?
Wouldn't Recommend
Enthusiastically Recommend
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What aspects of the Wildsea most appeal to you? Please check all that apply.
What would you say is your greatest strength as a GM?
What would you say is your greatest weakness as a GM?
What is the most helpful GM advice you've ever gotten?
Please use the following space to provide any specific feedback you feel would be useful to the development of the game.
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