So my friend Tracy admitted over on twitter that he wasn’t sure what a playtest is supposed to do other than answer the question “is this horribly broken?”

I shot him a couple quick tweets in response of other questions that I think a playtest process should try to answer. I’m not going to embellish them (much) here, but I thought the list might be useful to some folks.

  • Is the game producing the effects and story trends you want to see in play?
  • What excites folks about the game?
  • What bores (or frustrates) them?
  • What’s extraneous?
  • Does the game work like it should when I am not in the room? (If it doesn’t, what am I doing when I am in the room that I need to put in the text?)
  • What assumptions about play am I making that aren’t in the text?

So, what’s on your playtest list?

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  • http://twitter.com/mcdaldno Joe Mcdaldno

    Are certain options being overused or underused?
    Do certain options seem patently better than others?

    Did any rules not make sense?
    Was the significance or purpose of any rules unclear?

    Did you ever feel like a rule prevented you from doing something exciting in the game?

    What was your favourite part about the game?

    (Aside from those, I mostly ask very specific, contextual questions about a particular design.)

    • http://twitter.com/samldanach samldanach

      Well, Joe took most of mine.

      Another important one is, when the players engage with the mechanics, are the results appropriate to the setting? Does your Conan homage reliably produce mighty-thewed barbarians? That’s good. Does your Sherlock Holmes homage reliably produce mighty-thewed barbarians? That’s bad.

    • http://highaltitudegamedesign.wordpress.com/ WayneZombie

      Obviously you haven’t read The Case of the Sinister Cimerian.

  • http://spiritoftheblank.blogspot.com/ Mike

    The big one for me is definitely “Does it work for you like it works for me?” To me, game design is like building a machine. Ideally, when you’re done with it and hand it over to someone else, it should work smoothly, efficiently, and as maintenance-free as possible.

  • http://twitter.com/JustinDJacobson Justin D. Jacobson

    I like to specifically ask about game terms. Do they make sense? Any suggestions for alternatives? Which is better “Assets” or “Resources”?

  • Neal Stidham

    I’ve started asking “What do you want to do in this game that you don’t feel the game supports or lets you do?” and “What (if anything) does the game seem to want you to do that you don’t want to do?” Helps me see if my focus, theme, etc. are in line with what people are coming to the table expecting.

  • http://highaltitudegamedesign.wordpress.com/ WayneZombie

    I look at things differently as I design card/board games, not RPGs.  Many of the fundamentals are the same.  I find it had for me to run a playtest and to get someone else to read the rules because people want the ‘designer’ to explain it when the designer wants someone else to explain the rules to make sure they’re readable and properly convey the game to the testers.

    One thing that I’ve found to be very important is to be able to stop play and change a rule.  I think it’s best to wait until a full round has completed, i.e. back to the starting player’s turn, then explain the new mechanic.  If something isn’t working quite right, this is a great way to get more value out of a test session.

    I also find it helpful to play two rounds face-up to familiarize everyone with possible card play combinations, then reshuffle and play normally.

    And finally, I frequently have a pre-printed survey.  I’ll have things like a sliding scale between random and skill based so that I can see if I’m hitting the sweet spot that I’m looking for, it also lets me collect email addresses for potential mailing lists and names to include in tester credits.

  • William Hostman

    Blind playtests quickly answer “what’s missing from the text?”

    My biggest question of a playtest GM: what did your players disagree over the meaning of? (IE, what were the sections the rules lawyers were able to twist?) 

  • Lisa Padol

    Do you want to keep playing this after the playtest period is over? (I’ve playtested a few things, most recently Kerberos Club Fate Edition, which I am now running.)

    Players use books differently from authors / designers, a point which is
    obvious, but I’m trying to figure out how to phrase the question that
    suggests. Maybe something along the lines of:

    How easy was it to find information? When you had a question about how something worked, could you find an answer in the text? Easily? A clear answer? An answer that made sense and was satisfying? (I’m thinking of Polaris here. Whenever we weren’t sure how something worked, the answer was right there, in the text. Granted, it was at the published stage, not playtest stage, but that’s still something we find far too rare. I’m also thinking of Kerberos Club Fate Edition, which I love to pieces and am running, but I have had to create a couple of spreadsheets because finding certain pieces of character generation information, whether for PCs or NPCs, involves way too much flipping pages.)

    Is it done yet? If not, what do you think needs to be done? (That may be asking for trouble — I’m not sure. The only games I’ve written are larps which must be done by runtime. And, the answer to what I think needs to be done generally involves “Please let me give a full once over to what you think is the final, ready to go text, preferably in the format buyers will be seeing.” This may not always be practical. A playtester isn’t the same as an editor, but there is some overlap. Also, in a playtest, I may not know the finished game won’t have an index — or that it will. You might not send your index out with an early playtest version, and I may simply assume that, of course, there will be an index in the finished game.)

    I’m not sure how to phrase this, but it’s some variant of “Are you clear on what the rules are, given I’ve just made a major revision to the game / made multiple revisions, and I may have caused whiplash?” But, I suspect the general “Are the rules clear / What isn’t clear” variants still work.

   
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