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General Tabletop Discussion
*Dungeons & Dragons
5E Playtesters: How Was It?
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<blockquote data-quote="Fralex" data-source="post: 6616288" data-attributes="member: 6785902"><p>In most of my game design classes, artists were in the minority (engineering school), so I was usually the only artist on my team when we split into groups to make games. I don't know if this was related, but I tended to be the only person on my team who wanted to just try extreme ideas out and see what happened rather than make subtle changes and see if they made a small improvement. My programmer friends tended to want to be sure of something before implementing it as a mechanic, which, y'know, it's important not to waste effort, but as long as it tells you something about your game it's never <em>that</em> much of a waste. I prefer to figure this sort of thing out by feel and playtest, because sometimes a game is just too complex for working out all the math to be worth it. This kind of thing seemed to happen more often in the earlier years. Working with others gets easier as you get to know the others.</p><p></p><p>Game design is a science <em>and</em> an art. It takes an appreciation of both to get a handle on when each is the most helpful tool.</p></blockquote><p></p>
[QUOTE="Fralex, post: 6616288, member: 6785902"] In most of my game design classes, artists were in the minority (engineering school), so I was usually the only artist on my team when we split into groups to make games. I don't know if this was related, but I tended to be the only person on my team who wanted to just try extreme ideas out and see what happened rather than make subtle changes and see if they made a small improvement. My programmer friends tended to want to be sure of something before implementing it as a mechanic, which, y'know, it's important not to waste effort, but as long as it tells you something about your game it's never [I]that[/I] much of a waste. I prefer to figure this sort of thing out by feel and playtest, because sometimes a game is just too complex for working out all the math to be worth it. This kind of thing seemed to happen more often in the earlier years. Working with others gets easier as you get to know the others. Game design is a science [I]and[/I] an art. It takes an appreciation of both to get a handle on when each is the most helpful tool. [/QUOTE]
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5E Playtesters: How Was It?
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