Tag Archives: playtesting

Your Friends Aren’t Necessarily Good Playtesters

One of the issues that game designers — new and old-hat — deal with is getting people to try our games. The newer or less-known you are, the smaller your pool of available testers is, which generally means you ask your friends to help out. However, there’s a bit of a problem with using your

Not Giving You What You Want

One of the most curious aspects of game design is balancing playtest feedback with what’ll make the game functional. Invariably in playtesting, I’ll get some sort of response back akin to “we wanted more choices/skills/hero points/etc.” Of course you do, I think, you’re human. That’s not what I say, of course, but that’s always my initial

On Dice + Food + Lodging Episode 29

Last night, Josh Roby and I ended up spontaneously podcasting with the ever-charming Tim Rodriguez of the fine podcast Dice + Food + Lodging. Josh and I talked about playtesting — how we go about it, what we’re looking for, pitfalls we’ve dealt with, and lessons we’ve learned. The episode. It’s 25 minutes long. Josh

Using Smartphones For Playtests

Lately, I’ve been playtesting Zeppelin Armada, a card game being developed by Evil Hat & Jeff Tidball. I’ve playtested some other stuff for Tidball, including Fantasy Flight’s Horus Heresy. I like playtesting card & board games. And over the years, I’ve refined my process for being able to give decent feedback — and they all

Help Playtest Primetime Adventures 3!

Matt Wilson, creator of the beloved and acclaimed Primetime Adventures, is working on the third edition. Folks following me know that I’m the editor in this edition. Matt’s applied the latest round of edits, and my god is this a beautiful game. If you’ve played the second edition (the one most people are familiar with

What Doesn’t Kill You…

The brilliant and gracious Jeremy Keller posted a bit today about how I broke his game-in-development, Apex Redacted I mean Technoir. He talked about how I balked at the intent of his mechanic, to emulate noir genre, by showing how the mechanic harmed my desire to emulate the source fiction. I said in the comments