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Making the most of playtesting

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chris_mancini
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Joined: 05/01/2015
Hroder Of Orcs prototype sheet

I thought an informative topic would be what people consider to be their "rules" of playtesting. What MUST be done before you ask strangers to play your game? How do you attract/incentivize testers? How do you retain their feedback?

Jumping from a recent thread on the game "Blaggards," I've attached an image of the type of prototype sheet which I create for testers to wrap their heads around my games. These are designed so that potential testers can then make a more informed decision as to whether or not it's something they'd like to play.

Being prepared, and being respectful of people's time, are perhaps the most important aspects of testing...and I've found this form to be very helpful in weeding out those not interested in certain types of games, as well as reeling in those who are.

What else do you guys do to make the most of your playtest sessions?

wombat929
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Joined: 04/17/2015
Thanks!

Not a lot of comments to offer, but thanks for sharing this! It's a great idea of how to preface a playtest session.

The Professor
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Joined: 10/25/2014
Playtesting...a Developer's Treasure Chest!

Chris,

I've been on both sides of this issue...first, as a play-tester during the past 5+ years for several war game luminaries including Ty Bomba, Eric Harvey, and Chris Perello through the games published by Strategy & Tactics and Modern War magazines. From a play-testers perspective, it's exciting to see the new designs and have the opportunity to play the games, months or even a year in advance of production. From an incentive stand-point, receiving a copy of the game is a very tangible "thank you" for the hours spent in play-testing.

On the other side, now as a Developer for several individuals, including questccg (here on BGDF), I've developed a solid feedback sheet which asks rather direct questions of the play-testers, including the games' Approachability, Balance, and several other factors. It's important to gather information from multiple play-test groups over multiple play-tests per group. In the aggregate, a Developer learns much about their own game, once it gets into the hands of others.

Cheers,
Joe

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