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Author Topic: Playtesting a new game; How do I run this bitch?  (Read 725 times)
Norm4eva
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« on: May 28, 2007, 12:38:39 pm »

So I'm in the process of developing my own simple little card game and once I get the details hammered out I'm going to try holding "beta test" sessions or whatever you call them.  I've never attended one so I haven't the foggiest idea what a good one looks like (for that matter, a bad one either).  Aside from being able to like, go in-depth into the rules of my own game (of which there aren't very many), what should this process look like?  What kind of feedback should I look for/expect, should I be expected to pay people for coming?  Do I need to provide hot dogs and lemonade, or souvenirs of any kind?  Eep
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Anusien
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« Reply #1 on: May 28, 2007, 01:25:06 pm »

It depends on who is going to the beta test session.  If it's just close friends hanging out at a game store, you probably don't need to.  If you're working with perfect strangers, getting some hot dogs and soda or something probably isn't a bad idea.  I guess a lot of it depends on how much playing you plan to do.  Are you just demoing/working through a few games with decks or is it a longer affair (building decks)?
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Norm4eva
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« Reply #2 on: May 28, 2007, 02:15:08 pm »

It depends on who is going to the beta test session.  If it's just close friends hanging out at a game store, you probably don't need to.  If you're working with perfect strangers, getting some hot dogs and soda or something probably isn't a bad idea.  I guess a lot of it depends on how much playing you plan to do.  Are you just demoing/working through a few games with decks or is it a longer affair (building decks)?

I haven't decided yet.  One of the fundamental issues of the game is that it's not really intended to be a collectible card game - there aren't really uncommons or rares and there'd be little impetus to trade.  Still it's a game of varied effects and potentially certain decks will be more passive than others, some more 'aggressive' (there are exactly zero creatures), etc etc...
One of my primary concerns is whether or not I'm dealing with the number values correctly.  It's not high math by any means, I just need to determine a better scale of how much certain effects should cost, if my primary system for attaining gold('mana') is correctly executed, blah blah.  I think I'm going to start with my mother's Mensa friends before I take it to a more random community and I already know how to entertain them, it's the strangers I'm more concerned with.
I tried a few Google searches in the vein of "how do I beta test/playtest" but nothing really came up beyond software beta testing.  If anyone has any Internet resources describing or outlining either their own experience or someone else's I'd be most appreciative.
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« Reply #3 on: May 28, 2007, 03:05:39 pm »

Suggestion: whip up all the cards in MWS. There's a utility for this IIRC. Distribute it online, let people toss decks together and you'll see. I'm pretty sure beta testing goes like "hey, these are the rules, go wild" and then beta testers try to break the game in half. They occasionally report to you what's too good and you adjust accordingly. The big advantage of MWS is that every tester can get unlimited cards to try and if it's two-player, they can test it out.
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