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<blockquote data-quote="Nijay" data-source="post: 8939151" data-attributes="member: 6944789"><p>Paraphrasing from a KP livestream/AMA that's going now (for PBF):</p><ul> <li data-xf-list-type="ul">it was a conscious decision to do smaller playtest packets</li> <li data-xf-list-type="ul">releasing the whole thing is just too much to digest</li> <li data-xf-list-type="ul">people can be less inclined to propose changes - everything can seem set in stone (with bigger, more complete playtest packets)</li> <li data-xf-list-type="ul">We have to do bite-sized so that we (KP) can digest the feedback</li> </ul><p></p><p>There's some good points in favor of this approach that I didn't consider. From my perspective, I am new to TPP - trying to support creators of 5e content in the wake of the OGL debacle - and also looking at many new systems to explore what's out there, enjoying doing so within the context of all the feedback for One D&D and PBF which references other systems and YouTube content creators exploring other systems, too. I hadn't looked outside of the TTRPG's I'm familiar with for a long time, and I didn't even learn 5e until about a year ago. There's a cluster of new and existing systems to consider.</p><p></p><p>So I guess on one hand, the bite-size approach makes sense. I can tend to be reductive when looking at something big like a complete TTRPG system, like oh, I don't like how magic is handled or oh, I don't like those character options/advancement. Which can unfairly shortchange a system that may have a lot of good ideas in a quest for my perfect TTRPG. Maybe with the smaller packets this is less likely to happen?</p><p></p><p>I do agree though that there is a certain minimum amount needed to start. I think providing a couple of encounters to guide the testing could be very useful, too. People often complain that people who aren't actually playing are giving feedback, but the games vary so much from table to table that standardizing something about the playtesting could yield dividends imo. Like an adventure module / "playtest challenge" - run a party of 3 clones of the same character of this class and subclass against this group of monsters that behave like so. Something like this could help enable solo testing.</p></blockquote><p></p>
[QUOTE="Nijay, post: 8939151, member: 6944789"] Paraphrasing from a KP livestream/AMA that's going now (for PBF): [LIST] [*]it was a conscious decision to do smaller playtest packets [*]releasing the whole thing is just too much to digest [*]people can be less inclined to propose changes - everything can seem set in stone (with bigger, more complete playtest packets) [*]We have to do bite-sized so that we (KP) can digest the feedback [/LIST] There's some good points in favor of this approach that I didn't consider. From my perspective, I am new to TPP - trying to support creators of 5e content in the wake of the OGL debacle - and also looking at many new systems to explore what's out there, enjoying doing so within the context of all the feedback for One D&D and PBF which references other systems and YouTube content creators exploring other systems, too. I hadn't looked outside of the TTRPG's I'm familiar with for a long time, and I didn't even learn 5e until about a year ago. There's a cluster of new and existing systems to consider. So I guess on one hand, the bite-size approach makes sense. I can tend to be reductive when looking at something big like a complete TTRPG system, like oh, I don't like how magic is handled or oh, I don't like those character options/advancement. Which can unfairly shortchange a system that may have a lot of good ideas in a quest for my perfect TTRPG. Maybe with the smaller packets this is less likely to happen? I do agree though that there is a certain minimum amount needed to start. I think providing a couple of encounters to guide the testing could be very useful, too. People often complain that people who aren't actually playing are giving feedback, but the games vary so much from table to table that standardizing something about the playtesting could yield dividends imo. Like an adventure module / "playtest challenge" - run a party of 3 clones of the same character of this class and subclass against this group of monsters that behave like so. Something like this could help enable solo testing. [/QUOTE]
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