Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Ask Angry: How to Playtest an Entire System on Three Hours a Week
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Dannyalcatraz" data-source="post: 7925445" data-attributes="member: 19675"><p>I’ve been involved in a few playtests as a player (some for published products, some for things that never hit the market) and what I read in your link was pretty solid. His point about having others run the game is particularly on point. I’ve seen and been in several situations where someone provided objective perspective that those closest to the issue could not see.*</p><p></p><p>As a player, my personal approach was to ask and answer questions:</p><p>1) can I make PCs I’d like to play? To answer that, I’d design a half dozen or so before picking one to use in the actual playtest. If the system is strongly linked to a specific genre, I’d make some that were iconic to the genre and some that would be oddballs or even black swans.</p><p></p><p>2) are there parts of the design I thought were weak, ungainly, overcomplicated, poorly explained or otherwise problematic? To answer that, I’d try to create PCs that used those rules & mechanics enough to see how they performed under different situations. It wouldn’t necessarily be the PCs main shtick (though it might be), but it would be something the character would use relatively often.</p><p></p><p>3) were there exotic subsystems that might cause problems? Again, I’d try to aim a PC design at using such a subsystem, leaning into it as hard as possible to see how the rest of the system- and resultant gameplay- handled a raging corner case. If an <em>X-Files</em> inspired game has within it the possibility- however rare- of actual supernatural abilities, at least one of the PCs in the playtest needs to have them and use them.</p><p></p><p></p><p></p><p></p><p></p><p>* in my first semester of my first year of law school, I saw a student (for whom English was not her primary language) ask about an interpretation of a law that the professor had just completed working on with other learned minds for the state of Texas. Her question stopped his lecture dead in the water- her reading was diametrically opposed to how it was supposed to be read, but he nonetheless stood there mulling over her interpretation for quite a while. After several minutes of silence, he announced that, while her understanding of the law’s language was an unusual one, it was nonetheless <em>a perfectly valid one. </em>Because of that, he announced that- after that class- he had a BUNCH of phone calls to make so they could eliminate the ambiguity.</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 7925445, member: 19675"] I’ve been involved in a few playtests as a player (some for published products, some for things that never hit the market) and what I read in your link was pretty solid. His point about having others run the game is particularly on point. I’ve seen and been in several situations where someone provided objective perspective that those closest to the issue could not see.* As a player, my personal approach was to ask and answer questions: 1) can I make PCs I’d like to play? To answer that, I’d design a half dozen or so before picking one to use in the actual playtest. If the system is strongly linked to a specific genre, I’d make some that were iconic to the genre and some that would be oddballs or even black swans. 2) are there parts of the design I thought were weak, ungainly, overcomplicated, poorly explained or otherwise problematic? To answer that, I’d try to create PCs that used those rules & mechanics enough to see how they performed under different situations. It wouldn’t necessarily be the PCs main shtick (though it might be), but it would be something the character would use relatively often. 3) were there exotic subsystems that might cause problems? Again, I’d try to aim a PC design at using such a subsystem, leaning into it as hard as possible to see how the rest of the system- and resultant gameplay- handled a raging corner case. If an [I]X-Files[/I] inspired game has within it the possibility- however rare- of actual supernatural abilities, at least one of the PCs in the playtest needs to have them and use them. * in my first semester of my first year of law school, I saw a student (for whom English was not her primary language) ask about an interpretation of a law that the professor had just completed working on with other learned minds for the state of Texas. Her question stopped his lecture dead in the water- her reading was diametrically opposed to how it was supposed to be read, but he nonetheless stood there mulling over her interpretation for quite a while. After several minutes of silence, he announced that, while her understanding of the law’s language was an unusual one, it was nonetheless [I]a perfectly valid one. [/I]Because of that, he announced that- after that class- he had a BUNCH of phone calls to make so they could eliminate the ambiguity. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Ask Angry: How to Playtest an Entire System on Three Hours a Week
Top