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This is posted as a PSA or didactic point that game design fumbles and bumps its way along, requiring "encounter with the enemy" in order to know what is and isn't working. Nearly everything you see in the video underwent sandblasting after this discussion, so it's an exercise in discovery.
We’ve been playing Sorcerer for two months! Five meetings and four sessions of play so far, and ongoing. This is with Laura and Grégory, both located in France, and thus set in Marseille. I was nonplussed to discover that neither had ever set a game they’d played in their own country. I went a little nuts with the two statements, aiming at maximum provocation, with:
At this point, we needed to do three things at once. First, to make sure we filled in any missing points or caught up with anything Justin wanted to revisit; second, to lay down some important points about design as a process, as I thought we'd maybe strayed into play-theory at the expense of the real topic of "make a game;" and third, to take the time to address any topics as they occurred to either of us as we went along.
Here's another discussion of Quella Volta Che, aimed at the nuts and bolts of "what happens" in play, due to player choices and statements. We couldn't have done this without the previous session which focused so intently on content.
Talk about backlogged. Both Champions Now and Cosmic Zap are booming through the first couple sessions of their respective first playtests, and then there were all those videos for the Kickstarter. I’ll be putting them up for public viewing after the campaign’s done, probably at the blog.