We're best friends, it's true Charles! 🤠Yeehaw McGraw is the stuff of legends! Thanks again for running the test with your group and giving me such good feedback. I haven't had other people run the game much, so putting it in the hands of an experienced DM who hasn't played the game before is super informative! Excited to share more playtest materials with you guys and the community!
As open as this question sounds, I kind of need help with it. How far into functionality of the game is needed to play test? I mean are we play testing segments of a game and then just kind of making up the rest just to see how it flows? Or do you have a fully fleshed out game and you're just checking to see if it's balanced?
Test early, test often. It's never too early to test parts of a system. I recommend starting out with some core mechanics (dice resolution, etc.) and seeing how they feel to roll and use, even if the rest of the system around it is "made up". I did a video recently on my channel about TTRPG design tips, I recommend checking it out! (it covers a lot of these kinds of questions, I think) [edit] My game has gone through a dozen major rebuilds and revisions over the years, so never be afraid to kill your darlings when designing a game! I wouldn't have realized the need for those changes without extensive testing. 🤠
I say start with the basics of the game and then start adding on to it. Don’t do any open play testing until you have something solid. People love giving feedback but aren’t great at explaining what they mean. So find a group of playtesters that you work well with and have them playtest before opening it up to more people
Honestly I’d have to agree. I love the ability for initiative to be flexible and change without having to reroll each round. The fact that players can take parts of their “turn” in between each turn is great! - Frank
What I've been liking about side-based initiative is that you can jump right into the action without spending 5 minutes rolling, recording, and organizing initiative. The players start the fight? BOOM, jump right into the action, no momentum lost! 🤠
You can always send us an email asking us to review your TTRPG and we will look into it and run a few sessions before we make a review. Do note, we have a few already in the pipeline so we might not get to it for a few weeks/months If you want us to review an TTRPG that isn’t your own just comment and if enough people show interest, we will review it!
We're best friends, it's true Charles! 🤠Yeehaw McGraw is the stuff of legends!
Thanks again for running the test with your group and giving me such good feedback. I haven't had other people run the game much, so putting it in the hands of an experienced DM who hasn't played the game before is super informative!
Excited to share more playtest materials with you guys and the community!
Glad we could be of help and we definitely are looking forward to more playtest material whenever you have it!
As open as this question sounds, I kind of need help with it. How far into functionality of the game is needed to play test? I mean are we play testing segments of a game and then just kind of making up the rest just to see how it flows? Or do you have a fully fleshed out game and you're just checking to see if it's balanced?
Test early, test often.
It's never too early to test parts of a system. I recommend starting out with some core mechanics (dice resolution, etc.) and seeing how they feel to roll and use, even if the rest of the system around it is "made up". I did a video recently on my channel about TTRPG design tips, I recommend checking it out! (it covers a lot of these kinds of questions, I think)
[edit] My game has gone through a dozen major rebuilds and revisions over the years, so never be afraid to kill your darlings when designing a game! I wouldn't have realized the need for those changes without extensive testing. 🤠
I say start with the basics of the game and then start adding on to it. Don’t do any open play testing until you have something solid. People love giving feedback but aren’t great at explaining what they mean. So find a group of playtesters that you work well with and have them playtest before opening it up to more people
Side based has become my favorite form of intuitive.
Honestly I’d have to agree. I love the ability for initiative to be flexible and change without having to reroll each round. The fact that players can take parts of their “turn” in between each turn is great! - Frank
What I've been liking about side-based initiative is that you can jump right into the action without spending 5 minutes rolling, recording, and organizing initiative. The players start the fight? BOOM, jump right into the action, no momentum lost! 🤠
Is there a video of your playtest? I really want to see it
We did not record the playtest but we are hoping to release some Actual Play videos in the new year! - Frank
What must one do to get a review of a system?
You can always send us an email asking us to review your TTRPG and we will look into it and run a few sessions before we make a review. Do note, we have a few already in the pipeline so we might not get to it for a few weeks/months
If you want us to review an TTRPG that isn’t your own just comment and if enough people show interest, we will review it!
@@WhatisTableTop Alright. I just sent you the e-mail. I hope you have fun with it 😁.
When the camera hates Frank and is more interested in Dave Ramsey.. :(
Yeah, we’ve been having problems with the Camera loosing focus on me right as we start recording. We will try and have it fixed soon - Frank
Apocalyptic Western? Sounds like Deadlands, Hell on Earth
What is this Deadlands game you speak of? I’m sure it has nothing to do with the Savage Worlds system you talk so much about hahaha - Frank
@WhatisTableTop well, you know. Something something hyper-fixation
@@TheSavageGoose Deadlands, the OG! 🤠