It's time to test the basic rules. My usual design process has that first step of bullets. Almost as many bullets as the NRA. What's the game about? When do you roll dice? What are key elements in the setting?
Besides all that, this playtest is likely to be disjointed. I have some specific targets in mind.
1. Character creation.
Seems like an easy one. I'm trying to find out how easy it is to create a character. I want to know how easy it is to present an interesting character - especially one which can be created in a short enough time for a convention. I adore convention gaming but it needs rapid character creation. The information has to be simple, meaningful, and quickly understood so that the players can decide without delay.
2. Individual conflicts.
At first this will be just some simple tests between characters, probably between PCs and GMCs. If things go well, I might even try some PvP. It'll be important to test all the attributes so that I can see how each one drives story. Fighting is easy (punch! success! broken nose!). Let's see how the rest go.
3. Team conflicts.
This is a game that takes team efforts into consideration. Just like the individual conflicts, I'm hoping to run several team conflicts.
4. Gaps in the setting.
The players will undoubtedly want to do things in the setting. They might decide to visit the shaman, or skulk about on the docks. But are there any shaman? What kind of sailing vessels are used? It's hard to see what's missing until someone pokes at it. Let them poke, I say!
Looking forward to it.