Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Worlds of Design: A Playtesting Framework
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="lewpuls" data-source="post: 8538583" data-attributes="member: 30518"><p>What are we looking for when playtesting a (tabletop) game we have designed? That is, what tells us it might be worth pursuing further? I am going to generalize here to most tabletop games, since RPGs are a category of tabletop.</p><p></p><p>[ATTACH=full]151419[/ATTACH]</p><p style="text-align: center"><a href="https://pixabay.com/vectors/game-programmer-developer-coding-6988033/" target="_blank">Picture courtesy of Pixabay.</a></p><h2>Interesting Game Decisions</h2><p>I was playing for the first time a World War II naval development of my science fiction video game <em>Doomstar</em>, which in turn descends ultimately from <em>Stratego/l’Attaque</em>. It uses a hexagonal board rather than squares, pieces can ordinarily move two hexes (or more) in a straight line, fighters and bombers can take advantage of aircraft carriers and islands to change direction and move further, pieces have variable strength, and in other ways it’s really not much like traditional <em>Stratego</em>.</p><p></p><p>I asked myself what I’m looking for as I play a new prototype game solo. The answer is, I’m looking for <strong>interesting game decisions</strong>, lots of them. If the game has interesting decisions for players to make, then maybe it will be an interesting and enjoyable game for others. In this respect I’m kind of old-fashioned, as most of the games I design are “strategy games.”</p><p></p><p>But this led me to ask myself, what other kinds of things might one be looking for in early plays of a game?</p><h2>An Interesting Story</h2><p>How about <strong>“telling an interesting story”</strong>? Keeping in mind that hi<strong>story</strong> is a story, this may be what the simulation wargame designers are looking for, and part of what I look for in historical games like my game<em> Britannia</em>. But I was thinking more of the people who play games to enjoy the stories rather than to compete. This is particularly true of role-playing games as played by (I think) the majority, and of a great many video games. I personally don’t play games to be told a story any more than I play games to learn history, yet I know there are many who play games to learn history or to be told stories.</p><h2>Humor</h2><p>How about <strong>“lots of laughs”</strong> as another thing that the designer might look for? This would be particularly true for party games, and for many family games. I think there are some RPGs with this objective as well, judging from the titles.</p><h2>Screwage</h2><p><strong>“Opportunities to mess with/screw with your friends”</strong> is another objective. There’s a whole category of “screwage” games where this is very important.</p><h2>Diplomacy</h2><p>What about <strong>“opportunities to manipulate or convince the other players of something”</strong>, which might be close to the hearts of <em>Diplomacy </em>players and negotiators in general. Poker certainly involves subtle forms of manipulation. This could also be an objective in some RPGs when played by certain groups.</p><h2>Learning</h2><p><strong>“Opportunities to learn”</strong> would be important for “serious”/educational games, and for “simulations” in general. Historical RPGs, though uncommon, likely would have this objective.</p><h2>Personal Engagement</h2><p><strong>“Personal involvement in the story”</strong> is a hallmark of many role-playing games. This is quite different from being told a story, which is what I referred to earlier. This is being involved in the story that you as players write. RPG’s can go either way. The GM can use the RPG as a way to tell a story, or the GM can set up situations in the RPG so that players can write their own stories, in effect.</p><h2>Mystery</h2><p><strong>“A sense of mystery”</strong> might be something else one could look for in a game. This could be an exploration game (which is what some RPGs amount to), it could be a deduction game, or it could be a detective/investigative game (again, possibly an RPG). Many puzzle-like games will include mystery.</p><h2>Experiences</h2><p>Some video game designers make games to engender particular emotions in the player(s), or to fulfill certain kinds of dreams: <strong>“experiences”</strong>. They would then be looking for something quite specific. This is much more difficult to do in tabletop games, other than RPGs. (RPGs are the bridge between the tabletop and modern video games; video games owe a lot to tabletop RPGs, as many people wrote about at the time Gary Gygax passed away.)</p><p></p><p>So when you design or playtest a game, you’ve first got to know what it is you’re looking for! That’s why intended audience of a game is so important, because games designed for commercial consumption must be aimed to satisfy an audience, not the designer.</p><p></p><p><strong>Your Turn: What do you look for when playtesting your ideal RPG?</strong></p></blockquote><p></p>
[QUOTE="lewpuls, post: 8538583, member: 30518"] What are we looking for when playtesting a (tabletop) game we have designed? That is, what tells us it might be worth pursuing further? I am going to generalize here to most tabletop games, since RPGs are a category of tabletop. [ATTACH type="full"]151419[/ATTACH] [CENTER][URL='https://pixabay.com/vectors/game-programmer-developer-coding-6988033/']Picture courtesy of Pixabay.[/URL][/CENTER] [HEADING=1]Interesting Game Decisions[/HEADING] I was playing for the first time a World War II naval development of my science fiction video game [I]Doomstar[/I], which in turn descends ultimately from [I]Stratego/l’Attaque[/I]. It uses a hexagonal board rather than squares, pieces can ordinarily move two hexes (or more) in a straight line, fighters and bombers can take advantage of aircraft carriers and islands to change direction and move further, pieces have variable strength, and in other ways it’s really not much like traditional [I]Stratego[/I]. I asked myself what I’m looking for as I play a new prototype game solo. The answer is, I’m looking for [B]interesting game decisions[/B], lots of them. If the game has interesting decisions for players to make, then maybe it will be an interesting and enjoyable game for others. In this respect I’m kind of old-fashioned, as most of the games I design are “strategy games.” But this led me to ask myself, what other kinds of things might one be looking for in early plays of a game? [HEADING=1]An Interesting Story[/HEADING] How about [B]“telling an interesting story”[/B]? Keeping in mind that hi[B]story[/B] is a story, this may be what the simulation wargame designers are looking for, and part of what I look for in historical games[I] [/I]like my game[I] Britannia[/I]. But I was thinking more of the people who play games to enjoy the stories rather than to compete. This is particularly true of role-playing games as played by (I think) the majority, and of a great many video games. I personally don’t play games to be told a story any more than I play games to learn history, yet I know there are many who play games to learn history or to be told stories. [HEADING=1]Humor[/HEADING] How about [B]“lots of laughs”[/B] as another thing that the designer might look for? This would be particularly true for party games, and for many family games. I think there are some RPGs with this objective as well, judging from the titles. [HEADING=1]Screwage[/HEADING] [B]“Opportunities to mess with/screw with your friends”[/B] is another objective. There’s a whole category of “screwage” games where this is very important. [HEADING=1]Diplomacy[/HEADING] What about [B]“opportunities to manipulate or convince the other players of something”[/B], which might be close to the hearts of [I]Diplomacy [/I]players and negotiators in general. Poker certainly involves subtle forms of manipulation. This could also be an objective in some RPGs when played by certain groups. [HEADING=1]Learning[/HEADING] [B]“Opportunities to learn”[/B] would be important for “serious”/educational games, and for “simulations” in general. Historical RPGs, though uncommon, likely would have this objective. [HEADING=1]Personal Engagement[/HEADING] [B]“Personal involvement in the story”[/B] is a hallmark of many role-playing games. This is quite different from being told a story, which is what I referred to earlier. This is being involved in the story that you as players write. RPG’s can go either way. The GM can use the RPG as a way to tell a story, or the GM can set up situations in the RPG so that players can write their own stories, in effect. [HEADING=1]Mystery[/HEADING] [B]“A sense of mystery”[/B] might be something else one could look for in a game. This could be an exploration game (which is what some RPGs amount to), it could be a deduction game, or it could be a detective/investigative game (again, possibly an RPG). Many puzzle-like games will include mystery. [HEADING=1]Experiences[/HEADING] Some video game designers make games to engender particular emotions in the player(s), or to fulfill certain kinds of dreams: [B]“experiences”[/B]. They would then be looking for something quite specific. This is much more difficult to do in tabletop games, other than RPGs. (RPGs are the bridge between the tabletop and modern video games; video games owe a lot to tabletop RPGs, as many people wrote about at the time Gary Gygax passed away.) So when you design or playtest a game, you’ve first got to know what it is you’re looking for! That’s why intended audience of a game is so important, because games designed for commercial consumption must be aimed to satisfy an audience, not the designer. [B]Your Turn: What do you look for when playtesting your ideal RPG?[/B] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Worlds of Design: A Playtesting Framework
Top