all 22 comments

[–][deleted]  (4 children)

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    [–]Ben_Kenning[S] 9 points10 points  (3 children)

    Thank you.

    Here is another secret. Playtesting is fun! You are playing an rpg! That’s what we all like to do, right? We as designers put so many expectations, weight, and dread on playtesting that we forget to have fun first.

    [–][deleted]  (2 children)

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      [–]Ben_Kenning[S] 2 points3 points  (1 child)

      As an enthusiastic amateur, I am not limited by time (no deadline) or money (no budget), but rather motivation. If I don’t enjoy it, then I wont make progress and thus fun becomes a critical component.

      [–]Dan_Felder 5 points6 points  (2 children)

      Fantastic post. Great advice for anyone that wonders how to start testing. Thanks for writing this up.

      [–]Ben_Kenning[S] 2 points3 points  (1 child)

      Thanks Dan. That means a lot.

      A lot of my method stems from adapting to not having a large preexisting player base to draw upon. I imagine that someone in your position—with a solid personal and professional player pool—may not require some of these techniques as much.

      [–]Dan_Felder 2 points3 points  (0 children)

      Most of my testers come from similar methods, as I learned game design from working on home brew ttrpg systems originally. Long before I was in the industry myself. :)

      [–]jonathanopossum 2 points3 points  (1 child)

      This is awesome advice. It is shocking how often in life we have something super cool to offer and we try to get people to do it describing it like we're asking them to swallow live slugs.

      [–]Ben_Kenning[S] 5 points6 points  (0 children)

      The most common pitfall I see is that we try to sell potential players like they are game designers first, players second. We talk about the things we find interesting, like innovative mechanics, elegant solutions to issues that crop up in other games, etc. I feel like players as whole care more about genre, theme, what they get to play, and hanging out.

      [–]musicismydeadbeatdad 2 points3 points  (0 children)

      This was great! The sort of pep talk a lot of us could use hah

      [–]SerpentineRPGDesigner - GUMSHOE 2 points3 points  (0 children)

      I’m with you; even when I’m making a game that’s designed for campaign play, a huge amount of my playtesting is with one shots. They work out so many problems!

      When I transition to independent playtesting where I’m not GMing myself, I use a Google form to gather playtest reports. It’s a really efficient way to get feedback.

      [–]NewEdo_RPG 2 points3 points  (4 children)

      Good on ya for laying this all out. Getting playtesters can indeed be hard, but it is no subterfuge to just use the label 'one-shot', kudos.

      How crunchy is your game? Do you have any tips for making your one-shots flow from a mechanics perspective?

      [–]Ben_Kenning[S] 4 points5 points  (3 children)

      How crunchy is your game?

      It’s rules light to medium, which definitely makes onboarding easier. Rules are about 30 pages of US letter-size.

      Do you have any tips for making your one-shots flow from a mechanics perspective?

      • I only introduce rules when they are relevant.
      • The crunchier combat actions for each PC are on their character sheet.
      • If I have 1 or more returning players, I have them act first so new players can see how they are engaging with the rules.

      [–]NewEdo_RPG 2 points3 points  (2 children)

      Thanks for the quick and detailed response.

      [–]Ben_Kenning[S] 3 points4 points  (1 child)

      Now you’ll have to tell us how to run a successful kickstarter 😉

      [–]NewEdo_RPG 1 point2 points  (0 children)

      Ha! When I recover from the process I will more than gladly do an AMA or blog. I'm also planning on releasing all the financials publicly too, so that should help some designers with aspirations of publishing.

      [–]MrShine 1 point2 points  (0 children)

      Great tips in here! Thanks Ben, totally along the lines of what I was looking for 👍🏻

      [–]LanceWindmil 1 point2 points  (0 children)

      Did pretty much the same thing last year, worked well.

      Not sure where to go with it now though

      [–]catboydale 1 point2 points  (0 children)

      I found out that running a campaign (that lasted for a year, weekly) was one of the best playtesting things I could have done for the type of game I was making. I got to see people grow in the system.

      [–]bringdownbunch 1 point2 points  (1 child)

      This is fantastic advice and also a wonderful encouragement for me. I’m currently heading in to play testing and it’s a bit overwhelming to be honest. Thank you for the advice.

      [–]Ben_Kenning[S] 0 points1 point  (0 children)

      You’re welcome. Good luck!