Playtesting with more than 4 players


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Where's the problem? I think the playtest adventure is supposed to be tested by 3-5 characters, plus the DM of course, so 4 to 6 gamers is fine.

a) if you're 7, let two people be the DM at the same time (one to handle the story and the rules, the other to run NPCs and monsters) or even 3

b) if 8 or more people, split the group in two, play in two different rooms (variant: let the two group meet and merge before the end, particularly if the DMs were unforgiving and some PCs met their fate too early)
 

If the fighter doesn't get the Weapon Master Theme (tm) and is presented with a variety of different weapons (and has a similar expertise on all of them) you could double up on fighters and say: "Ok, you there, only 2 handed. The other guy, only ranged" Or something on those lines.
 

Yeah my group of interested players would have been 11 lol

But as they aren't really willing to sign up with wizards I am not really willing to bother ;)
Why does this matter?

What's to (realistically) stop one person in a group from signing up, getting the materials, then playtesting with whoever's willing?

Lanefan
 

Why does this matter?

What's to (realistically) stop one person in a group from signing up, getting the materials, then playtesting with whoever's willing?

Lanefan

Woah there!

Be carefull with that kind of thinking!

Thats the kind of thing that got me married in the first place!
 


Yeah but if you want to give feedback I think they all need to be signed up.

I imagine they only need to be signed up if they want to give feedback.

That said, my intent is to have my group all do whatever signup is necessary on Thursday, when we're gaming. :)

We won't be running the playtest material then, we're playing my regular 4e campaign (I'm excited, they are only a few sessions away from, I predict, going to the Bile Mountain Casino and Resort), but it is possible that we'll do a playtest session on Friday; if not, I intend to do it as soon as I can get people together for it.
 

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