Play Testing
I had a blast play testing this game. I played several sessions with my partner before bringing my prototype to a D&D session and play testing with my players. Some iterations I made along the way:
1. It was difficult pinpointing exactly how many cards a player should begin with. With 8-9 it felt overwhelming to include every element, but with fewer the game lost its chaotic charm. I settled on 7 after several rounds.
2. Some cards can be quite contradictory and break the story. For example: you could have a story with assumed dialogue and pull the "silent film" card to include in your resolution (this happened to my friend while playing). At times this could lead to some very funny work arounds (he had been telling a story about a romance set in space and ended it with "in space no one can hear you scream, this was a silent film all along" *plays card*) though I could see other players getting a little frustrated while finding ways to include the contradictory plot twists. To combat this I am considering having certain cards marked so they can only be pulled when initially distributing cards, and have separate, less-broken cards that can be pulled mid-story.