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General Tabletop Discussion
*Pathfinder & Starfinder
L&L: The Challenges of High Level Play
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<blockquote data-quote="GM Dave" data-source="post: 5833016" data-attributes="member: 6687992"><p>I get the roleplayingtips.com weekly newsletter/e-zine(I have for years now).</p><p></p><p>This last week, the author described his receiving the playtest material, using the material to make up characters, and trying out the adventure material provided (not sure which roll out of the playtest this would be but he said he was emailed the material though he has game history credit with several paid courses taught on GMing and some gaming materials produced).</p><p></p><p>No real details beyond the stuff people already know (mention of NDA in that part of the e-zine).</p><p></p><p>The only interesting thing is that this is the style of playtesting which reminds me of the playtesting for 4e and the Shadowkeep.</p><p></p><p>I think it was only when the designers gathered to do a live playtest prior to release where they ran a higher level encounter with a couple of minotaurs, mindflayers and some other things that designers realized they had a 'problem'.</p><p></p><p>They had two video podcasts of the actual play and still could not get through the encounter. You could look at the faces of the people around the table that were supposed to be trumpeting the game and realizing something wasn't right.</p><p></p><p>This is why I have concerns that time is given to dedicate to mid-level and later high-level play. It should be a goal of game design but the final product should only be released after there has been time for the lower level material to get established and refined.</p></blockquote><p></p>
[QUOTE="GM Dave, post: 5833016, member: 6687992"] I get the roleplayingtips.com weekly newsletter/e-zine(I have for years now). This last week, the author described his receiving the playtest material, using the material to make up characters, and trying out the adventure material provided (not sure which roll out of the playtest this would be but he said he was emailed the material though he has game history credit with several paid courses taught on GMing and some gaming materials produced). No real details beyond the stuff people already know (mention of NDA in that part of the e-zine). The only interesting thing is that this is the style of playtesting which reminds me of the playtesting for 4e and the Shadowkeep. I think it was only when the designers gathered to do a live playtest prior to release where they ran a higher level encounter with a couple of minotaurs, mindflayers and some other things that designers realized they had a 'problem'. They had two video podcasts of the actual play and still could not get through the encounter. You could look at the faces of the people around the table that were supposed to be trumpeting the game and realizing something wasn't right. This is why I have concerns that time is given to dedicate to mid-level and later high-level play. It should be a goal of game design but the final product should only be released after there has been time for the lower level material to get established and refined. [/QUOTE]
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L&L: The Challenges of High Level Play
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