I'm just collecting my playtesting notes for my playtest of this Fugitive Jedi FitD game, and the 5 sessions were, in addition to a lot of fun, very helpful in stress testing what I had written down. FIST Ultra also released today and while doing a quick read of that this morning I couldn't help but notice just how much writing was devoted to communicating what was going on in the game.
I'm so far from that right now, but between reading FIST Ultra and getting particular feedback, I have been thinking about my time reading and writing one-page rpgs and minimalist focused 24XX games. I see the appeal in 24XX and the like. Things are small, the premises are simple, and that can be a lot of fun. Yet with Exilium I can not take it for granted that I am both designer and GM during these playtests. There is a lot going on with the vision of the game that I am going to have to commit to the text.
My particular curiosity carrying me through this is that the small games, the minimalist games, are trying to get away from bloat. Too many character options, too many rules to remember, and procedures with too many inputs that are built into the game instead of emerging from the fiction. In some moments I see the division so clearly, but as I try to revise this alpha version of Exilium, I'm trying to steady myself in the belief that actually, I have to pull back the curtain of what I want distinct parts of the game to be about, and it's fine to take the space to communicate that.