#dnd tip for playtesting: as a creator, let your playtest DM know of any specific points you want them to focus on. Keep the list manageable. Remember that sometimes by mentioning a potential problem, that will draw attention away from other potential problems. (1/2)
— Shawn Merwin, descending into Avernus (@shawnmerwin) June 11, 2019
An even better way to see problems is to attend a playtest of your own work as a player. If possible, don't let the other players (or the DM if possible) know that you are the designer. That let's you see where any problems are without needing the feedback as a filter. (2/2)
— Shawn Merwin, descending into Avernus (@shawnmerwin) June 11, 2019
It can also be helpful to observe and not tell the DM anything in advance or while the game us being played. That way you see how the DM interprets what you wrote letting you know when you left info out or were not clear regarding the purpose of an encounter.
— Claire Hoffman (@DragonvuClaire) June 11, 2019
The “if possible” clause is huge there. I once DMed for a creator as player who clearly identified themselves, corrected me during the game, and it went worse from there. Go incognito as a creator or don’t go at all. Amen. Leave the ego at the door and learn something!
— Shawn Merwin, descending into Avernus (@shawnmerwin) June 11, 2019
Wouldn’t it be simpler to have playtesters just do playtesting and come up with problem-solving from their perspective rather than trying to influence them or going undercover boss on them? The part designer might think is slam dunk might be what needs attention and modifying. Simpler? Yes. But being able to observe a playtest without being able to influence the DM's and players' reactions and comments can be incredibly instructive (and humbling). And being a player can let you experience it with another focus that can be revelatory as well.
— Shawn Merwin, descending into Avernus (@shawnmerwin) June 11, 2019
I see. Yet isn’t playtesting an open systematic means to sort out untenable problems within an adventure module? There’s systemic fixing & then there’s qualitative feedback of an otherwise publishable work, much like films,novels,comics. Shawn is here,he must have designed it.😅 Even people who know who I am don’t know who I am. 😬
— Shawn Merwin, descending into Avernus (@shawnmerwin) June 11, 2019
Video games have playtesters or beta testers to smooth out any overlooked “bugs” or interface issues. Movie test audience give feedback on endings and comprehension of plot. With TTRPG modules, isn’t feedback based on playability. Rest is play quality &story progression critique? of course. I’m not saying “always be at playtests of your stuff.” I’m just saying that watching reactions can sometimes tell you more than getting reports on reactions.
— Shawn Merwin, descending into Avernus (@shawnmerwin) June 11, 2019