Being a good playtester

buzz

Adventurer
My Saturday group has been lucky enough to get chosen as playtesters for an upcoming RPG. Some of the players have done playtesting before, while some others have not.

So, would any publishers or former playtesters like offer any advice? What are the traits that constitute a good playtester? What are good habits for playtesting? How do you approach playtest sessions? How can we maximize our value to the company we're playtesting for?

Thanks!
 

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Ask the company for advice - they won't bite. Don't assume you know what sort of point buy or non-core rules (for instance) that you're supposed to know.

This may mean using a totally different set of characters, of course.
 

Buzz, if you'd like, I can move this into the d20 Publisher's forum, or at the least I would recommend you post a link in a singel thread over there pointing to this one, as the Publishers are probably the best people to ask for a concise answer.

I've done a little playtesting here and there, and the best advice I can give is to be concise in your opinions, give explanations for why something doesn't work, and (if they ask for it) give a recommendation for a correction. Too many playtesters just say of a background or mechanic, "I don't like it" and don't back it up well enough.
 

Henry, if you feel the thread is better served by the Pubs forum, then by all means, move it. I do hope to hear from playtesters as well, though.
 

Yeah, be specific. Provide detailed information about the characters and the situation, which led to something you observed as "wrong" (unless it's obvious, like a glaring error :)).

Explain your reasoning in detail, why something feels "wrong".

If you find ANY error, write it down immediately.

Try to build parties of various level and configuration, put them into different situations.

Try to look at the grand picture, and do not base your opinion on some highly limited circumstances.

Try to compare abilities at various power levels, before making a statement.

Bye
Thanee
 

Don't use weird house rules when playtesting. It may seem obvious, but I have seen it happen. (Ideally, don't use *any* house rules. But we don't live in an ideal world.)

If an in-game system takes a long time to resolve or is confusing (*cough*Grappling*cough*), call that out.

Don't spout off opinions based on things (usu. monsters or spells) that "look broken". It's called playtesting. Test!
 

Our group has playtested for Malhavoc Press ever since Malhavoc started using external playtesters.

Some do's and don'ts:

Don't simply state such and such didn't work (ie. Rule XXX is broken.) State why your group believes the mechanic doesn't work. Support your assertions by comparing to existing rules if possible and whatever empirical evidence you can.

Don't simply diss rules because that is how your group or you would or would not 'do it'. The publisher wants you to evaluate and validate 'their' rule, mechanic, etc. So, don't fall into the trap of thinking of how 'you' would do it. Does their ruling make sense? Is it balanced in the framework of the game system? Is it too simple or too complex? That sort of thing.

Avoid overused and usually meaningless proses. Don't use the words "broken", "sucks" and other such very generalized terms. If a mechanic has a problem, use more concise words to focus the publisher in on exactly what the problem is.

Understand what 'Balanced' is. This one will be a hard one and difficult to define, because 'balanced' in many cases is subjective. Look long and hard at the mechanic in question and analyse it from a variety of situations or contexts. For example, you may be playtesting a prestige class and your group deems that the prestige class is too much over the top in combat. Or is it? The prestige class might be a melee monster but what about ranged combat or spell combat? And while combat is a big part of the game, it is not everything. Does this same prestige class have the same appeal when there is no combat at all? These are the sort of questions one asks yourself when looking at if something is 'balanced'.

When considering 'balance', most publishers want you to only consider their material in relation to the core books. But ask if they want you to consider other publications. There is hundreds of D20 products out there and is impossible for you to consider all of them in your deliberations of 'balance' and possible synergies. I would go so far as to say that some issues discussed on-line of something being 'broken' usually is the case of Publisher 'A's prestige class being used in conjunction with Publisher 'B's feats being use in conjunction with..... you get the point.

Do keep notes of each play session and the salient points. The final playtest document may be due in months, so notes keeps your observations handy for the final writeup.

Make a playtest plan - playtesting is more than just 'using' the playtest material in your campaign. This is what our group does:

Each member reads over the material and makes notes on potential problem areas. Then we get together and discuss the material in depth to make sure we are all understanding the material and the intrepretations.

If it is alot of material, prioritize what you want to playtest, if time allows. Trying out dozens at new rules in the first playtest session will be daunting so break it down in logical blocks and playtest each block. In the final phases of the playtest, bring all the parts together.

We then use the material in-game. We might do a combat to test new feats, classes or prestige classes. If we notice something quirky or odd, we will replay the combat. Sometimes multiple times. Note any observations and carry on. Our group fully integrated new material into the campaign and run characters with new feats, classes, etc as normal characters. In this fashion, we get the best gauge of the 'balance' of the material since we are using the playtest characters in all aspects of the campaign.

Check with the publisher. Some want their material playtested and that it all. Others are open to suggestions for improvement if the material is problematic. If the latter, ensure that you genuinely have a problem with material and that you are not using the playtest to 'get how you would do XXX if you were writing the rules' shoved upon the publisher. If the publisher encourages suggestions, make any suggestion in regards to 'their' material - don't completely write their mechanic as you would do it.

Damn.... probably too long. But I hit the main points. Enjoy the playtest experience.
 


Great advice above. I'll add (or emphasize) that you should take notes (provided they don't get in the way of playtesting) and fill out your forms (or give your feedback) as soon as possible while the experience is fresh in your mind.
 

Great advice, everybody!

FWIW, what we're going to be playtesting is not a d20 product. It's a system that most of us have never seen before.

(Am I violating the NDA if I mention the name of the game?)
 

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