The Forge Forums Read-only Archives
The live Forge Forums
|
Articles
|
Reviews
Welcome,
Guest
. Please
login
or
register
.
March 05, 2014, 01:49:54 PM
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Forum changes:
Editing of posts has been turned off until further notice.
Search:
Advanced search
275647
Posts in
27717
Topics by
4283
Members Latest Member:
-
otto
Most online today:
55
- most online ever:
429
(November 03, 2007, 04:35:43 AM)
The Forge Archives
General Forge Forums
Playtesting
(Moderator:
Ron Edwards
)
Keeping the group positive
Pages: [
1
]
« previous
next »
Author
Topic: Keeping the group positive (Read 988 times)
David C
Member
Posts: 262
lost in the woods...
Keeping the group positive
«
on:
November 30, 2006, 11:01:17 PM »
It is a simple question, but a difficult answer. How do you keep your playtesting group positive? Does it depend on the group, or does it come natural?
Logged
...but enjoying the scenery.
timfire
Member
Posts: 756
Re: Keeping the group positive
«
Reply #1 on:
December 01, 2006, 03:46:55 AM »
What do you mean? Are you having issues? If so, could you describe the situation?
Logged
--Timothy Walters Kleinert
TroyLovesRPG
Member
Posts: 150
Re: Keeping the group positive
«
Reply #2 on:
December 01, 2006, 08:55:54 PM »
Hello David,
I was part of a playtesting group many years ago. I played through an adventure that a friend and very good DM created. The group was positive because we were excited for his endeavour. As we played through the adventure it was becoming a chore. Playtesting actually became work and I was among a few of the players who were getting frustrated with the whole process. We would play through a part of the dungeon, stop then review what happened. I found it distracting and began to lose interest. I wouldn't call it a negative experience, but I don't think it was a true playtesting session.
I was part of another group who playtested a module for Silent Death (space combat). That session had good structure and less distractions. One person actually recorded the events and important comments as the game progressed. There were some simple questions about clarity, challenge and fun. Since the game continued with very little interference, the playing was more natural. The results of the playtesting were useful for the author.
I'm sure there are many methods for playtesting a game, and the structure depends on the nature of the game and the participants.
I have the same questions for you as Tim does.
Troy
Logged
David C
Member
Posts: 262
lost in the woods...
Re: Keeping the group positive
«
Reply #3 on:
December 03, 2006, 09:47:27 PM »
Well, I was having a couple issues. As the game has moved into a more solid form, they've gone away. I think the biggest problems I've seen were players becoming uninterested, and players unwilling to accept changes. My first problem is probably exactly what Troy described. The second problem has to do with people who want to hold onto *whichever too good item/spell/power* that was toned down, or made harder to use (higher skill level.) Also, I think as I wear onto my 9th month of the game, some people are confused by which rules are current, and which are not.
In general, playtesting is difficult, but I'm sure theres ways to do "damage" control.
Logged
...but enjoying the scenery.
Pages: [
1
]
« previous
next »
Jump to:
Please select a destination:
-----------------------------
Welcome to the Archives
-----------------------------
=> Welcome to the Archives
-----------------------------
General Forge Forums
-----------------------------
=> First Thoughts
=> Playtesting
=> Endeavor
=> Actual Play
=> Publishing
=> Connections
=> Conventions
=> Site Discussion
-----------------------------
Archive
-----------------------------
=> RPG Theory
=> GNS Model Discussion
=> Indie Game Design
-----------------------------
Independent Game Forums
-----------------------------
=> Adept Press
=> Arkenstone Publishing
=> Beyond the Wire Productions
=> Black and Green Games
=> Bully Pulpit Games
=> Dark Omen Games
=> Dog Eared Designs
=> Eric J. Boyd Designs
=> Errant Knight Games
=> Galileo Games
=> glyphpress
=> Green Fairy Games
=> Half Meme Press
=> Incarnadine Press
=> lumpley games
=> Muse of Fire Games
=> ndp design
=> Night Sky Games
=> one.seven design
=> Robert Bohl Games
=> Stone Baby Games
=> These Are Our Games
=> Twisted Confessions
=> Universalis
=> Wild Hunt Studios
-----------------------------
Inactive Forums
-----------------------------
=> My Life With Master Playtest
=> Adamant Entertainment
=> Bob Goat Press
=> Burning Wheel
=> Cartoon Action Hour
=> Chimera Creative
=> CRN Games
=> Destroy All Games
=> Evilhat Productions
=> HeroQuest
=> Key 20 Publishing
=> Memento-Mori Theatricks
=> Mystic Ages Online
=> Orbit
=> Scattershot
=> Seraphim Guard
=> Wicked Press
=> Review Discussion
=> XIG Games
=> SimplePhrase Press
=> The Riddle of Steel
=> Random Order Creations
=> Forge Birthday Forum