#dnd tip for playtesting: I will be discussing adventure playtesting. Playtesting of other rules is a completely different animal. For rules, the scope of the 5e/D&D Next playtest was totally appropriate – not to mention an enormous undertaking. (1/6)
— Shawn Merwin, incorporating aquisitions (@shawnmerwin) June 4, 2019
I like to think of adventure playtests in three flavors based on when it happens in the creation process. I run design playtests while I am writing an adventure. This is before I create the first draft, when I am still putting together the encounters. (2/6) I generally do a design playtest if I'm not sure if something complicated will work for the players, like a puzzle or a complex encounter. Some of my best ideas are not my ideas, but the feedback of playtesters during a design playtest. (3/6)
— Shawn Merwin, incorporating aquisitions (@shawnmerwin) June 4, 2019
The next type I call a development playtest, generally done after the first draft is complete. I like to run this myself as designer, but if someone else does it that is OK too. This looks for major problems in the adventure like timing (for timed adventures), flow, etc. (4/6) The final type I call the public playtest, where anyone but the designer runs it. This is after the designer, developer and editor(s) have all done their thing. Assuming the other playtests occurred, this one looks at any small tweaks that could make the adventure better. (5/6)
— Shawn Merwin, incorporating aquisitions (@shawnmerwin) June 4, 2019
Tomorrow, and for the rest of June, I will talk more about playtests, as a designer, DM, and player. (6/6)
— Shawn Merwin, incorporating aquisitions (@shawnmerwin) June 4, 2019