Mengu said:
Nice chorus line... Should I just take my feedback and bury it in the backyard then? I don't want to pollute anyone else's D&D.
Parsing the difference between "feedback" and "This isn't working how
I Want" is part of why I posted.
One of the playtest experiences I read here, said that the DM hand waved a dead cleric to life at full hit points. Does this invalidate the entire experience? Does it mean that group's feedback is worthless because they didn't play by the rules? The rules say death happens, make it part of the story. This group played it like it never happened. Should these sinners be hanged? Or drawn and quartered?
That feedback might eventually relate to how deadly the adventure is, or about how the adventure didn't give the DM many tools to show in play how combats might spiral into each other (though it is a pretty explicit warning up front).
I don't understand it. It doesn't jive with any version of D&D I've ever played and enjoyed. And I get bored silly playing dungeon delves. If I'm going to do any playtesting, it will be using an actual adventure, that I or another DM writes, in a universe we're familiar with, which automatically means, tinkering. Otherwise, if I try to run Caves of Chaos, I'm guaranteed to have a dismal time. And that's going to affect my feedback.
Feedback about how you had a lousy time on something they ACTUALLY wrote is a lot more valuable to them than feedback that you had an awesome time on something they weren't really involved with.
If I was hired to playtest
Halo 4, but decided that I'd have a better time playing
Xenoblade Chronicles, I can't give useful feedback on
Halo 4. I didn't do the thing they asked me to do. Your feedback on the playtest materials isn't very valuable if you don't use the actual playtest materials.
If I'm talking to you about the history of the Peleponesian Wars and you say, "Well, I like lemon curry," that's a non-sequitur. It's irrelevant.
Another cross-purpose to this is that it will allow people to re-examine their pre-concieved notions about how D&D "needs to" work. If you have a lousy time in dungeon crawls, try this one. Point out specifically where your time was lousy, and why. Be as specific and pedantic as possible.
This will help them design better things.
If after the first combat, the fighter's player says, "Dude I don't feel like a fighter at all, I can't mark anything, I can't stop people from running by me to attack the wizard, I can't tide of iron, I can't second wind or come back strike, I can't do jack! And the cleric healed the wizard, so I'm going into the next fight with half my hit points, and that's after expending my one hit die!" I might pause and say, "okay, let's try this, everyone heal up to full, hey cleric, you still have your spell slot where you used cure light during the rest, Fighter, change your theme from Slayer to Guardian, let's see how that goes. I'll stick some healing potions in the next encounter to ease up the hit point situation, and we'll go from there."
I'd encourage you to, instead of changing things mid-game, ask the fighter to jot down some notes about why he feels the way he does with in-play examples ("When I tried to defend my friend from the goblin, I couldn't!"). It will at least help WotC know that they might need to be more explicit about how to play future playtest characters, or what purpose it serves to have a "slayer" as the fighter, or how to address low HP's.
If you change things up and everyone had a good time and you tell WotC "Everyone had a great time!", then they're going to miss those messages.