nerfherder
Adventurer
I cant give them meaningful information when I dont know the underlying rules of creation in the game. I hate games that just give you the high level rules for play and then tell you to GO ! How can anyone give meaningful feedback when we dont know how the game is made on a low level? What are the thoughts behind the rules? If we see that we can understand the developers insight more than, " this is what we came up with while we were talking, here ya go." I know they have a design and development article every so often but honestly it just seems pandering to the public. Let's see the mathematical models behind this stuff. I ... I hope they have some mathematicians hired and are not doing this by the seat of their pants.
I recently created a zelda RPG which I attached an excel file to see the rate and percentages of successes in the system. I have seen no such document from the D&D game creators on this. I need to see this kind of crap to avoid stuff like the horrendous skill challenge system, and the fact that 4th edition went through no less than 3, THREE, iteration of DCs for skills.
Yeah, the playtest has me irritated.
I don't believe that knowledge of the development is required to give useful feedback in a playtest. A playtester doesn't need to know how the rules were created, just what they are. Similarly with software testing, the tester doesn't need to know the low level design, they need to know the functional requirements (i.e. what the software should do, not how it does it).