When it comes to playtesting, I use the same gangs of players. They are great guys, enthusiastic and willing to try any game out, but sometimes they lack the due diligance that is necessary in a playtest. So, I am going to try a different approach. Of course, I'll use my regular loyal playtesters, but I also want to do a "universal playtest" where any old gamer can jump in and push the game to the breaking point. I've never "out-sourced" playtesting before so what advice can you guys give me? Thanks, in advance.
I sent copies of the whole game out to 72 people who said they're excited by it's premise and wanted to test it. Only 3 did me a useful report, other than 'cool'.
So now I send out just the char gen - if they give me their thoughts they get the task resolution - then combat etc.
This seems to work better for me.
First thing would be to work out a manageable amount of feedback that you can handle, this will then determine the amount of playtesters to have onboard.
NDA's, very important this one, even if its not a major game you still want to cover your butt with you materials.
In larger playtesters it soon becomes apparent that one or two of the playtesters take on a role of helping, use their advice and give them a role in the playtest - this will take a weight off your shoulder.
Forums/chatrooms, with playtesters now all over the globe, having a base of operations helps everyone keep in contact and discuss the game - so a bit of knowledge in admin/running these will be of benefit.
Theres always more, I will have a think here.
Rog.
Plan of attack,
I have 3 stages of playtest to get the best results.
Stage 1, is where the playtests get to see the game and can attack it from any angle, this allows for the big bugs and set up you up for the next part
Stage 2, is where you direct the group by assigning tasks, so start with the chargen and then move on to the other parts like system, combat etc.
This is the stage where the most issues are resolved and locked down.
Stage 3, I now like to make a blind test of the game with people who havent seen it, any problems seen now can be fixed with help from your main playtest group.
Rog.
NDA's? Personally I think this is going overboard considering the playtesters are really doing you an enormous unpaid favor.
It all depends on what your making, remember that in the end your materials are confidential and I know from experience that I've had one playtester post information on a public forum.
NDA's cover all bases and lets the playtesters know the rules and limits that they have to agree to.
Rog.
I have a network of about 60 play testers scattered all over the world from Egypt to Germany. Just about every continent represented. However, so few of them use the internet (I built the network back in the day) that I have difficulty getting them to switch over to the forums. So, most of them will use email but some I have to mail materials to. They have gotten tot he point that, if interested, they pay for shipping. This helps with buy in. The root of my advice here is make sure you use the channels that appeal to your play testers. Don't just say "Use this forum or else" unless you just don't want their feedback which is a perfectly valid response.
Oh, and HinterWelt has never used NDAs.
Bill
I also get feedback via email and also post as well, so its not just forum only.
Something like Doctor Who NDA's were a must due to everything involved with it.
I use NDA's sometimes, but most of the time, well, there really isn't anything new and different to be done so its kind of moot.
For licensed properties, I can see a solid reason behind it.
Thanks for the great advice guys. I will implement some of it in the weeks to come, possibly through a private forum. Now, how do I go about an all-call?
Well an open call here and if you use them the other major gaming sites should do the trick, one of the advantages of here is the larger amount of game designers/writers around.
Later when you have a product and a web space then that will work.
Rog.
I will be posting some info here in the next few days with respect to playtesting, etc. My main concern at the moment is developing a playtest forum of my own rather than bogging down the RPGsite.
Perspective from the other side here.... My experience is no NDA, I was just asked to promise via email not to talk about the game to anyone. I appreciated that. In practice it probably just as binding, especially since I'm in a different country than the author. EDIT: Bonus is it saved the hassle of getting stuff signed.
I've found taking even quick notes of all the rolls and actions and things we noted made in the game is tedious. Even when everyone just tracks their own. I'm going to try audio recording this week. I actually wanted to do video but the other 3 people didn't feel comfortable with that, at least for now. So I'm going to put the camera on a tripod and just leave the lense cap on.