3 ms·
It's hard to playtest a rulebook, because you need to get fresh players every time, if you want to optimize for the out of box experience (which I think you sho
by toast0 2y ago
It's hard to playtest a rulebook, because you need to get fresh players every time, if you want to optimize for the out of box experience (which I think you should!). But also, I think selection bias for playtesters is going to give you testers who are willing to dig through complex rule interactions, and that might not be everyone.
I've had the best luck with explaining games that have short rule sets. Anything more than 4 pages and you really need the multiple sets of rules paradigm, and a good tech editor to make sure the playthrough instructions are accurate with the reference instructions. It's my personal choice, but I also don't care for the games where there's enough stuff going on that it's easy to skip things that are important to balance the game; but there's certainly a balance --- I want a game where there's enough chance that anyone could win, but enough skill that I feel like I can still do well even if chance is against me, and I strongly prefer games where everyone is engaged until the end.
- furyofantares 2y agoIn my experience, it is not that hard to get a stream of fresh playtesters. Maybe I'm just fortunate. I also don't think the playtester bias to be particularly bad for this. You'll miss some stuff because your playtesters will usually be a lot better than average at reading rules. But nearly everyone stumbles in visible ways on rulebooks, and the fixes for an experienced playtester stumbling tend to be simplifications / clarifications that are even more useful to inexperienced players.
- bluGill 2y agoFresh players are easy, just go any college and put up some posters. $minimum wage to try a new game - it isn't a good deal if you are into money, but if you ensure they have fun and have some beverages they will do it anyway. If someone is really good at something you know who to make an offer to.