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<blockquote data-quote="I'm A Banana" data-source="post: 5922068" data-attributes="member: 2067"><p>Parsing the difference between "feedback" and "This isn't working how <strong>I Want</strong>" is part of why I posted. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p></p><p></p><p>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). </p><p></p><p></p><p></p><p>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. </p><p></p><p>If I was hired to playtest <em>Halo 4</em>, but decided that I'd have a better time playing <em>Xenoblade Chronicles</em>, I can't give useful feedback on <em>Halo 4</em>. 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.</p><p></p><p>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.</p><p></p><p>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. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> This will help them design better things. </p><p></p><p></p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5922068, member: 2067"] Parsing the difference between "feedback" and "This isn't working how [B]I Want[/B]" is part of why I posted. ;) 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). 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 [I]Halo 4[/I], but decided that I'd have a better time playing [I]Xenoblade Chronicles[/I], I can't give useful feedback on [I]Halo 4[/I]. 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. 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. [/QUOTE]
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