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Ben Riggs on how to make D&D a $1 billion brand
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<blockquote data-quote="EzekielRaiden" data-source="post: 8999618" data-attributes="member: 6790260"><p>If you have actual, paid playtesters whose <em>job</em> is to check for this--in exactly the same way that video games get paid QA people whose job is to poke and prod at every little problem--you could do this quite easily. Every day, have one four-hour gaming session, with two hours of prep beforehand and two hours of review after. A campaign that takes two years of once-a-week sessions takes only three and a half months at this pace, and that's only if you intend to publish the entire two-year adventure all at once. Most stuff is published in individual modules; say you have one every 2 levels (3 for 4e), that's 10 modules, meaning ~10.4 sessions per module, or about two weeks of intensive playtesting to finish. That's perfectly plausible as an actual QA effort, and just like QA, it won't be <em>fun,</em> it will be <em>work,</em> because you're playing through a thing trying to stress test every part of it as much as possible. And that's only if your stress-testing is actually done as real "live play" stuff, rather than accelerated stuff.</p><p></p><p>Edits for space and word count shouldn't be a problem. Just pass them by the QA team leads first. If they've run the campaign (say) three times over a month-and-a-half period, they'll be quite familiar with its inner workings.</p><p></p><p></p><p>Being perfectly honest? Exactly as you've described it--with all the potential for problems--sounds like <em>more playtesting than WotC does</em>.</p><p></p><p>And WotC does more playtesting than most. Lookin' at you, Paizo.</p><p></p><p></p><p>I dunno. Pathfinder APs tend to get pretty much rave reviews. Same for ENWorld. I still want to play the Zeitgeist (the original, 4e, accept no substitutes) at some point.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8999618, member: 6790260"] If you have actual, paid playtesters whose [I]job[/I] is to check for this--in exactly the same way that video games get paid QA people whose job is to poke and prod at every little problem--you could do this quite easily. Every day, have one four-hour gaming session, with two hours of prep beforehand and two hours of review after. A campaign that takes two years of once-a-week sessions takes only three and a half months at this pace, and that's only if you intend to publish the entire two-year adventure all at once. Most stuff is published in individual modules; say you have one every 2 levels (3 for 4e), that's 10 modules, meaning ~10.4 sessions per module, or about two weeks of intensive playtesting to finish. That's perfectly plausible as an actual QA effort, and just like QA, it won't be [I]fun,[/I] it will be [I]work,[/I] because you're playing through a thing trying to stress test every part of it as much as possible. And that's only if your stress-testing is actually done as real "live play" stuff, rather than accelerated stuff. Edits for space and word count shouldn't be a problem. Just pass them by the QA team leads first. If they've run the campaign (say) three times over a month-and-a-half period, they'll be quite familiar with its inner workings. Being perfectly honest? Exactly as you've described it--with all the potential for problems--sounds like [I]more playtesting than WotC does[/I]. And WotC does more playtesting than most. Lookin' at you, Paizo. I dunno. Pathfinder APs tend to get pretty much rave reviews. Same for ENWorld. I still want to play the Zeitgeist (the original, 4e, accept no substitutes) at some point. [/QUOTE]
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