24-System Test Plan
This folder defines a structured playtest plan for the 24-System.
The goal is not to prove that every rule is perfect. The goal is to test whether each subsystem creates the intended decisions at the table:
- Competent characters under pressure
- Fast fictional adjudication
- Body commitment through
RHLF - Survival choices instead of action optimization
- Consequences that are legible before they happen
- Horror pressure without removing player agency
Testing Method
Test the system in layers.
- Unit Tests: one rule or subsystem in isolation.
- Interaction Tests: two or three subsystems combined.
- Scene Tests: complete scenes with a clear objective.
- Session Tests: linked scenes with resource attrition and consequences.
- Campaign Tests: advancement, repairs, economy, scars, and long-term survival.
Each test should record:
- Rule area tested
- Starting situation
- Characters and opposition
- Expected pressure points
- Actual table confusion
- Time to resolve
- Whether players felt they had meaningful choices
- Any rule that had to be invented mid-test
Pass / Fail Criteria
A rule passes when:
- Players understand what choices are available.
- The Guide can set DC, Pressure, and consequences quickly.
- The rule creates the intended tension.
- The result changes the fiction in a useful way.
- The rule does not require repeated lookup after first use.
A rule needs revision when:
- Players cannot predict the risk well enough to choose.
- The Guide must invent too much procedure.
- The rule causes repeated argument or re-reading.
- The optimal choice is obvious every time.
- The rule removes agency when it should only apply pressure.
- The rule adds bookkeeping without changing decisions.
Test Matrix
| Area | Primary Files | Test Type | Priority |
|---|---|---|---|
| Core Resolution | core.md, skills.md |
Unit | High |
| Leverage / Pressure | core.md |
Unit / Interaction | High |
| Push Your Luck | core.md, playtest-packet.md |
Unit | High |
| RHLF Anchors | RLHF.md, combat.md, movement.md |
Interaction | High |
| Initiative / Delay | initiative.md |
Unit / Combat | Medium |
| Movement | movement.md, skills.md |
Scene | High |
| Guard / Advance | combat.md, weapons.md |
Scene | High |
| Attacks / Hit Locations | combat.md, wounds.md |
Scene | High |
| Defense | defense.md, combat.md |
Scene | High |
| Armor | armor.md, wounds.md, Alhazred/armor.md |
Interaction | High |
| Wounds / Stamina | wounds.md, core.md |
Scene / Session | High |
| Fear | fear-and-madness.md, status-effects.md |
Scene / Session | High |
| Narrative Perception | perception.md, skills.md |
Scene | High |
| Stealth | skills.md, perception.md, light-levels.md |
Scene | High |
| Status Effects | status-effects.md |
Unit / Interaction | High |
| Fire / Wet / Cold | damage-types.md, status-effects.md |
Interaction | High |
| Equipment / Containers | equipment.md, combat.md |
Interaction | Medium |
| Alhazred Economy | Alhazred/economics.md, Alhazred/equipment.md |
Session | Medium |
| Rituals / Silver Wards | Alhazred/rituals.md |
Scene / Session | Medium |
| Monsters | monsters/*.md |
Scene | High |
| Advancement | advancement.md, charactercreation.md |
Campaign | Medium |
Unit Test List
Core Resolution
Questions:
- Can players understand “roll skill dice, keep two highest, add flat bonus” after one explanation?
- Are DCs
8,10,12,14, and16producing the expected feel? - Does a Partial Critical feel useful even when the total is not high?
- Does Legendary success happen often enough to be exciting but not routine?
Tests:
- Roll 20 basic checks at DC
10with untrained dice. - Roll 20 competent checks at DC
12. - Roll 20 strong/specialty checks at DC
14. - Record success, miss, Partial Critical, and Legendary rates.
Leverage and Pressure
Questions:
- Does Leverage feel like opportunity instead of raw power?
- Does Pressure make danger clearer without making players feel helpless?
- Are players able to name why they have Leverage or Pressure?
Tests:
- Same action with no modifier, then
+1 Leverage, then+2 Pressure, then both. - Ask players which situation felt better and why.
Push Your Luck
Questions:
- Do players understand the cost before pushing?
- Does pushing feel tempting?
- Do complications move the scene forward?
Tests:
- Run five failed checks where pushing is available.
- Record how often players push and whether the complication changed their next choice.
Interaction Test List
RHLF Commitment
Scenario:
A survivor must cross a room, draw a weapon, open a door, and avoid a lunging attacker.
Test:
- Track which anchors are committed.
- Confirm players understand why Dodge, Guard, or manipulation is unavailable.
- Watch for anchor confusion, especially
H.
Pass if:
- The player can explain what body part is overloaded.
- The rule creates a choice instead of a lookup pause.
Movement, Guard, and Advance
Scenario:
One survivor with a spear holds a doorway while two enemies try to get through.
Test:
- Separated -> Melee Advance
- Guard contest
- Multiple attackers
- Reach interaction
- Moving past a guarded opponent
Pass if:
- The doorway feels tactically important.
- The spear user feels controlling without being invincible.
- The second attacker changes the decision space.
Armor, Stamina, and Wounds
Scenario:
Run the same attack sequence against no armor, light armor, medium armor, and heavy armor.
Test:
- Wound conversion
- Stamina loss
- Negative stamina pressure
- Armor integrity loss
Pass if:
- Armor buys survival without making hits meaningless.
- Negative stamina changes choices.
- Players understand why they are not “fine” after armor absorbs a hit.
Fire, Wet, and Cold
Scenario:
A survivor in wet clothes crosses a freezing street while carrying a lit weapon and a pack containing lamp oil.
Test:
- Wet cancels Flammable.
- Wet worsens effective cold exposure.
- Lit weapon reveals position and threatens Fear.
- Fire can end Wet but may cause burn effects.
- Pack / Gear hit can affect containers.
Pass if:
- Players understand the tradeoff between warmth, fire, stealth, and gear risk.
Containers and Pack Hits
Scenario:
A survivor with a medium pack is hit by shrapnel or a Molotov.
Test:
- Random hit location produces Pack / Gear.
- Pack hit die selects pocket / attachment.
- Empty slot absorbs the hit.
- Sack spills contents but does not protect fragile contents.
- Careful Storage case protects fragile contents.
- Seal protects against Wet until breached.
Pass if:
- The procedure is fast enough to use during combat.
- Gear damage feels dramatic rather than punitive bookkeeping.
Scene Test List
Stealth Scene
Setup:
Survivors sneak through a warehouse occupied by one patrolling creature.
Include:
- Relaxed -> Alert -> Suspicious -> Aware ladder
- Dim light
- Noise distraction
- Hiding behind clutter
- Misdirection after Aware
Questions:
- Does one stealth check covering a scene feel good?
- Does awareness escalation create tension?
- Does “Aware requires misdirection” make sense?
Narrative Perception Scene
Setup:
A trapped room contains a hidden panel, a smell clue, a sound clue, and one misleading but fair detail.
Include:
- Player prompt: “What clues do we have here?”
- No passive Perception roll.
- Specific method descriptions.
- Hidden danger with fair foreshadowing.
Questions:
- Do players feel tricked or fairly warned?
- Does the Guide know what clue to give?
- Does expertise matter without replacing player curiosity?
Combat Tactics Scene
Setup:
A fight in a ruined kitchen with a door, slick floor, table cover, fire, and a pack hit risk.
Include:
- Door holding
- Slippery terrain
- Hazardous zone
- Cover
- Fire exposure
- Pack / Gear result
Questions:
- Does terrain change choices every round?
- Do hazards create positioning goals?
- Does the table remember ongoing start-of-turn effects?
Cold Survival Scene
Setup:
Survivors must cross an exposed field during severe cold, one character becomes Wet.
Include:
- Effective temperature
- Onset interval
- Warm quality
- Exposed flesh adjustment
- False Warmth
- Frostbitten legs
- Frozen near-death consequence
Questions:
- Does cold feel like a timer?
- Does Wet feel dangerous but understandable?
- Does False Warmth preserve enough agency?
Session Test List
One-Night Survival
Premise:
The survivors must find shelter before night, decide whether to spend silver on a Latch-Star ward, and survive one hostile encounter.
Test areas:
- Economy
- Silver wards
- Fire
- Cold
- Food / water
- Pack access
- Fear
- Rest
Pass if:
- Spending a dime, quarter, or dollar on protection feels like a real tradeoff.
- Gear choices matter.
- The night has escalating tension without constant combat.
Expedition Loop
Premise:
A three-scene expedition: travel, breach, escape.
Test areas:
- Encumbrance
- Packs
- Armor
- Ammunition
- Medical supplies
- Wounds carrying forward
- Fear recovery
- Salvage and barter
Pass if:
- Players care about what they packed.
- Retreat and salvage feel like valid success.
- Resource loss changes later decisions.
Campaign Test List
Advancement
Run three short sessions with the same characters.
Track:
- Skill growth
- Trait usefulness
- Injury recovery
- Fear scars / madness
- Gear repair
- Economic progression
Questions:
- Does advancement feel meaningful without levels?
- Do scars and gear history matter?
- Does the system support survivors who become more experienced but not invulnerable?
Test Report Template
Use this template after each test.
# Test Report
## Test Name
## Date / Players
## Rules Tested
## Scenario Summary
## What Worked
## What Broke
## Confusing Rules
## Slow Moments
## Strong Player Choices
## Weak or Obvious Choices
## Rules Invented at Table
## Recommended Changes
## Retest Needed
Yes / No
Suggested First Tests
Start with these five tests before attempting a full session:
- Core Resolution probability feel.
- RHLF commitment room test.
- Guard doorway test.
- Armor / stamina / wound comparison.
- Stealth and narrative perception warehouse scene.
These cover the core identity of the system: dice feel, body commitment, space control, survivability, and fair horror information.
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