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I'm a playtester, how is it done?
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<blockquote data-quote="Stormonu" data-source="post: 5206245" data-attributes="member: 52734"><p>(This was stuff I learned from the TSR writer's seminar back in '99)</p><p></p><p>When you run the module, take notes not only what the players actually do, but also note things they may have thought of doing (or any "obvious" plan of action that you happen to think of the author might have missed or not accounted for). After each encounter, you may want to ask the players directly if there was anything <em>they </em>found unclear and let them ask "what ifs" about the encounter, noting anything they present that may have made it more difficult or easier to handle if they had used those tactics.</p><p></p><p>When running the adventure, you might want to average a lot of things - character damage, monster damage, initiative rolls. These take out random factors in the playtest that may skew an otherwise well-laid out encounter because of exceptionally bad luck or exceptionally good luck. Be on the lookout, though, for spots where plain bad luck can ruin the adventure (a demon in a low-level adventure that has a 1% chance of dealing 100 points of damage or other oddities).</p><p></p><p>Don't "read into" the adventure; play it as presented. If you find something confusing or illogical, try to play it as close as presented and note what the problem is. If you see something that you think would be better handled another way, make note of it, but try to use what is presented as presented (or make copious notes about your change and <em>why</em> you changed it).</p></blockquote><p></p>
[QUOTE="Stormonu, post: 5206245, member: 52734"] (This was stuff I learned from the TSR writer's seminar back in '99) When you run the module, take notes not only what the players actually do, but also note things they may have thought of doing (or any "obvious" plan of action that you happen to think of the author might have missed or not accounted for). After each encounter, you may want to ask the players directly if there was anything [I]they [/I]found unclear and let them ask "what ifs" about the encounter, noting anything they present that may have made it more difficult or easier to handle if they had used those tactics. When running the adventure, you might want to average a lot of things - character damage, monster damage, initiative rolls. These take out random factors in the playtest that may skew an otherwise well-laid out encounter because of exceptionally bad luck or exceptionally good luck. Be on the lookout, though, for spots where plain bad luck can ruin the adventure (a demon in a low-level adventure that has a 1% chance of dealing 100 points of damage or other oddities). Don't "read into" the adventure; play it as presented. If you find something confusing or illogical, try to play it as close as presented and note what the problem is. If you see something that you think would be better handled another way, make note of it, but try to use what is presented as presented (or make copious notes about your change and [I]why[/I] you changed it). [/QUOTE]
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