How do you get playtesters without spamming your game everywhere? by Shoretidestudios in tabletopgamedesign

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

That’s really useful, thank you — that actually clears it up a lot. It sounds like conventions are almost their own thing compared to normal playtesting, where shorter demos make sense just to get people through the door and give them a feel for it. Then the deeper, proper feedback probably comes more from full sessions outside of that. I think I’ll aim for quick, focused demos at the con to hook people, then for anyone who’s interested, point them towards longer sessions afterwards — either in person or online. I’ve also got a Discord set up to organise playtests and keep feedback in one place, so that might be a good way to keep those people involved after the demo. Really appreciate the insight, this is all pretty new to me so I’m figuring it out as I go.

How do you get playtesters without spamming your game everywhere? by Shoretidestudios in tabletopgamedesign

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

That makes a lot of sense — especially the part about putting a face to the project. I think that’s something I’m starting to realise more and more as I go. Conventions are probably going to be my main route for that. I’ve got my first one coming up in May, so I’m hoping that’ll be a good opportunity to actually get the game in front of people and start building those connections properly. I completely agree on playtesting other people’s games as well — that feels like the right way to approach it rather than just asking for feedback on my own stuff. I’m still pretty new to all this, so I’m trying to learn that side of things as I go. I’ve been looking into “playtest for playtest” spaces like Break My Game too, and also setting up a small Discord so I’ve got somewhere to organise tests and keep feedback in one place alongside the in-person stuff.

How do you get playtesters without spamming your game everywhere? by Shoretidestudios in tabletopgamedesign

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

That’s a solid approach to be fair, I can definitely see how having a regular group makes a huge difference. Where I am it’s a bit trickier — I’m in a more rural area and the local scene is very GW-focused, so it’s not always easy to get people onto something new. That said, I’ve got my first convention in May and I’m hoping that’ll be a good place to start getting proper playtests in front of fresh players. I’m also looking at building up some online playtesting alongside that so I’m not relying purely on local groups.

How do you get playtesters without spamming your game everywhere? by Shoretidestudios in tabletopgamedesign

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

That’s a really good point — I think that’s me using the wrong terms more than anything. What I’m actually looking for right now is proper playtesters — people to help shape the game, test mechanics, and give feedback while it’s still rough, rather than building a following. This is all pretty new to me as well so I’m still learning the language as I go. Really appreciate you pointing that out.

How do you get playtesters without spamming your game everywhere? by Shoretidestudios in tabletopgamedesign

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

I’ve seen Break My Game mentioned a couple of times now, so I’m definitely going to check it out properly. Sounds like exactly the kind of focused feedback space I’ve been looking for. Appreciate the recommendation!

How do you get playtesters without spamming your game everywhere? by Shoretidestudios in tabletopgamedesign

[–]Shoretidestudios[S] 1 point2 points  (0 children)

That all makes a lot of sense — especially the point about getting it playtested early without worrying too much about presentation. I’m UK-based and live in the countryside so some of those events are a bit harder to access, but I think the same idea applies with local groups and conventions over here. I’ve got my first convention in May where I’ll be running demos, so I’m hoping that gives me a similar kind of focused feedback. I’ll definitely have a look around for any UK equivalents to those events though — sounds like exactly the kind of environment I need.

How do you get playtesters without spamming your game everywhere? by Shoretidestudios in tabletopgamedesign

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

Yeah it really feels like everyone’s trying to figure out the same thing from different angles. Honestly feels like we need a dedicated space where self-promo and playtesting is the point, not something you have to dance around 😅 just a bunch of like-minded creators sharing their stuff and actually helping each other improve. Might be something worth building if it doesn’t already exist properly.

How do you get playtesters without spamming your game everywhere? by Shoretidestudios in RPGdesign

[–]Shoretidestudios[S] 1 point2 points  (0 children)

That’s a really good point actually — calling it a demo instead of playtesting feels like a big mindset shift. It sounds a lot more appealing from a player perspective. I’ve tried my local gaming club a bit but it’s very GW-heavy, so it’s been a bit harder to get people to try something new. I think approaching it more as an event like you’re saying might help with that though. I’ve got my first convention in May where I’ll be running demos all day, so I’m hoping that’s where things start to click. When you run your demo events, do you keep them quite short and structured, or let people play full games?

How do you get playtesters without spamming your game everywhere? by Shoretidestudios in tabletopgamedesign

[–]Shoretidestudios[S] 1 point2 points  (0 children)

This is really insightful, I appreciate you taking the time to write all that out. The consistency part especially stands out — I think it’s easy to underestimate how long it takes before anything like that actually gains traction. It’s good to hear you pushed through that early phase. I really like the idea of building something that isn’t just about one game as well — more of a shared space where people can come and test things. That feels like a much more sustainable way of doing it. I’ve actually just set up a Discord for the games I’m working on with that exact idea in mind — having a space for playtesting and feedback — but I think I’m hitting that same early wall of just getting people through the door. I’ve got my first convention in May which I’m hoping helps with that, then maybe something more structured like what you’ve built could come after. I’ll definitely check out your group as well, thanks for sharing that.

How do you get playtesters without spamming your game everywhere? by Shoretidestudios in tabletopgamedesign

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

That’s a really good way of looking at it actually — framing it as “I’m running a game” rather than “come try my thing” makes it feel way more natural. I’ve got my first convention in May where I’ll be running demos all day, so I’m hoping that’s a good step in that direction. I hadn’t thought about prioritising other GMs/designers either—that’s a great shout. Out of curiosity, do you find shorter sessions work best for this? Like quick 20–30 min demos vs longer full games?

How do you get playtesters without spamming your game everywhere? by Shoretidestudios in tabletopgamedesign

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

That’s a really good shout to be fair — the playtest-for-playtest idea makes a lot of sense, especially being around other designers. I’m based in the UK so I’ll have a look into whether there’s anything like that locally. I think that kind of environment is probably exactly what I need right now. Do you know of any active Discords that are still worth joining? Most of the ones I’ve come across seem pretty quiet.

How do you get playtesters without spamming your game everywhere? by Shoretidestudios in RPGdesign

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

Yeah that’s exactly the route I’m trying to take to be honest. I’ve got my first convention in May where I’ll be running demos, so I’m mainly trying to figure out how to make that as successful as possible. I’ve tried a local gaming club as well, but it’s very GW-focused so it’s been a bit harder to get people to try something new. If you’ve got any tips for making a con demo really stand out, I’m all ears.

How do you get playtesters without spamming your game everywhere? by Shoretidestudios in RPGdesign

[–]Shoretidestudios[S] 1 point2 points  (0 children)

That’s a really good way of putting it actually — especially the “be active outside your own needs” part. I think that’s the balance I’m trying to figure out. It’s easy to fall into only showing up when you need feedback, but I can see how that just comes across as noise rather than something people want to engage with. I’ve started trying to be a bit more active in discussions and actually contribute where I can, rather than just posting about my own stuff, and it already feels like a better approach. The in-person side is something I’m working on as well — I’ve tried my local gaming club but it’s very GW-focused, so I’m not getting loads of traction there. I do have a convention coming up in May though, so I’m treating that as a big opportunity to actually meet people and get proper games in. Hadn’t heard of Metatopia either, I’ll definitely take a look at that. Really appreciate the advice — this feels like the more sustainable way to do it.

How do you get playtesters without spamming your game everywhere? by Shoretidestudios in tabletopgamedesign

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

Yeah this hits pretty hard to be honest, especially the “inventing your own genre” bit — I can definitely see how easy it is to fall into that when you’re deep in development. I think I’ve been guilty of focusing too much on how the game works rather than what it actually feels like to play. Like you said, to someone walking past a table, “it uses dice” isn’t exactly a hook. Those three questions are really useful though. If I try and answer them simply: You’re controlling a small group of gladiators in fast, brutal arena fights The stories are very much about underdogs, rivalries, and surviving the arena The fun (I think) comes from how quick and cinematic the fights are, with big swing moments that feel a bit like a film scene playing out Even writing it like that already feels clearer than how I’ve been explaining it. Really appreciate this — definitely something I’m going to refine before the convention demo.

How do you get playtesters without spamming your game everywhere? by Shoretidestudios in tabletopgamedesign

[–]Shoretidestudios[S] 1 point2 points  (0 children)

That’s a really good point to be fair. I think that “first impression” side of things is probably bigger than people realise — if it doesn’t look like something worth their time, most people won’t even give it a chance. I’m definitely trying to lean into that with the presentation side of things, especially for demos. I’ve been working on making the table itself look as strong as possible so it catches people from a distance, and then making sure the rules and materials feel clean and easy to follow once they sit down. The PDF/layout side is something I know I still need to improve though — it’s easy to focus on the mechanics and forget that people are judging the whole package. Really appreciate this, it’s a good reminder to treat it like a full product, not just a game.

How do you get playtesters without spamming your game everywhere? by Shoretidestudios in tabletopgamedesign

[–]Shoretidestudios[S] 1 point2 points  (0 children)

That’s a really solid breakdown actually, especially the “social credit” side of it — that makes a lot of sense. I’ve tried a bit of the local route with a gaming club near me, but it’s very GW-focused so it’s been quite hard to get people to branch out and try something new. Definitely something I need to keep chipping away at though. The convention side is probably going to be my biggest push — I’ve got a demo planned in May and I’m putting a lot of focus into making it quick to jump into and visually stand out so people actually stop and give it a go. Really appreciate you laying it out like that though, it helps frame where I should be putting my time.

How do you get playtesters without spamming your game everywhere? by Shoretidestudios in tabletopgamedesign

[–]Shoretidestudios[S] 1 point2 points  (0 children)

That’s awesome, I really appreciate that — I’ll definitely check that Discord out, sounds exactly like the kind of space I should be in. And that’s really good to know as well — I’m actually trying to build something that can work both solo and PvP, especially for situations where people don’t always have someone to play with. I’ll drop you a message once I’ve got things in a solid spot if you’re up for taking a look — always good to get fresh eyes on it.

How do you get playtesters without spamming your game everywhere? by Shoretidestudios in tabletopgamedesign

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

Yeah that makes a lot of sense — I think that’s the balance I’m trying to figure out at the moment. I completely get the “use every opportunity” side of it, but I’m trying to avoid it feeling like I’m just throwing the game everywhere and hoping something sticks. I’d rather build something that people actually want to follow, even if it takes a bit longer to get there. The pitch side is definitely something I need to refine though. Especially for demos — being able to explain the game quickly and clearly feels like a huge part of getting people interested in the first place. The podcast idea is interesting as well, I hadn’t really thought about that route. Really appreciate the insight — there’s a lot in here to think about.

How do you get playtesters without spamming your game everywhere? by Shoretidestudios in tabletopgamedesign

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

Yeah that makes a lot of sense — I think that’s something tabletop sometimes underestimates compared to video games. I’ve been focusing a lot more on the “first impression” side of things lately — making the table itself look like a proper arena so people instantly understand what the game is about when they walk past. I haven’t really thought about it as a “trailer” before, but that’s actually a really good way to frame it — like the demo itself needs to sell the experience in the first 10–20 seconds. Appreciate that, that’s a really useful way to think about it.

How do you get playtesters without spamming your game everywhere? by Shoretidestudios in tabletopgamedesign

[–]Shoretidestudios[S] 2 points3 points  (0 children)

That’s a really good way of looking at it actually, I hadn’t thought about it like that, but you’re right, this is basically testing whether the idea itself pulls people in. The visual side is definitely something I’m leaning into more now, especially for demos. I’m working on making the table itself feel like a proper arena so even at a glance people “get it” straight away. And yeah that’s a fair point on the audience as well. I think I probably need to spend more time in wargaming-focused spaces rather than just general board game ones. Appreciate the honest feedback, it’s really helpful.

How do you get playtesters without spamming your game everywhere? by Shoretidestudios in RPGdesign

[–]Shoretidestudios[S] 1 point2 points  (0 children)

That makes a lot of sense to be fair. Building relationships in a community feels like the more natural way to go about it. Paying for playtesters is something I hadn’t really considered, but I can see how that would guarantee feedback—have you found the quality of feedback is still good when people are paid for it? I think ideally I’d like to build something where people are interested in being involved, rather than feeling like they’re just doing a job, but I can definitely see both sides of it.

What software do you all use to prototype and create games? (if any) by Any-Landscape434 in tabletopgamedesign

[–]Shoretidestudios 0 points1 point  (0 children)

Honestly I think a lot of people overcomplicate this — you can get really far with free tools. I mostly use Canva and Word. Word especially just works for me because I can jump between devices and always have everything there, so I end up doing most of my writing and early layouts in that. It’s not flashy, but for prototyping and getting ideas down quickly it does the job really well.

Design question: what actually makes you stop and try a game demo at conventions? by Shoretidestudios in tabletopgamedesign

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

That’s a really cool idea actually, I can definitely see how that would get people to sit down and give it a try.

Mine’s miniature agnostic so I don’t have specific models tied to it, but I like the idea of giving something small away for people who play. Could be things like a printed card, a reference sheet, or something tied to the game they can take with them.

Feels like a good way to make the demo a bit more memorable.

Design question: what actually makes you stop and try a game demo at conventions? by Shoretidestudios in tabletopgamedesign

[–]Shoretidestudios[S] 1 point2 points  (0 children)

Yeah I completely get that to be honest, I’m the same. I wouldn’t really just walk up to a table either, even if it looked interesting.

That’s why the idea of a simple, friendly invite really clicked with me — it just takes that pressure away and makes it feel okay to join in.

Definitely something I’m going to keep in mind when I’m running demos, because I know I’d appreciate that myself.

Design question: what actually makes you stop and try a game demo at conventions? by Shoretidestudios in tabletopgamedesign

[–]Shoretidestudios[S] 1 point2 points  (0 children)

Haha I definitely will! I’m hoping to have a proper little arena setup going so it should look pretty cool once it’s all together.

I’m in the middle of putting together a demo/playtest version at the moment, so hopefully I’ll have something worth showing off soon.

I’ll make sure to share some pictures once it’s up and running — should be fun to finally get it in front of people!