I actually did it. I spend over year devloping a TTRPG. Where/How do I find people to play test it?

I actually did it. I spend over year devloping a TTRPG.

Where/How do I find people to play test it? I'm at that stage now.

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  1. 3 weeks ago
    Anonymous

    go in forums, discord and other social media and ask for people willing to test your game and give detailed feedback

    • 3 weeks ago
      Anonymous

      Yeah that's what I'm asking about. What are the big forums and channels for this sort of thing?

      • 3 weeks ago
        Anonymous

        Afik there arent any. People form communities about things they like, so players form around games they already like and developers form around developing things. In both cases other people in the group want to play their game not your game

        Not that noone wants to try new games, just that theres probably no such thing as the "new game test subject discord"

    • 3 weeks ago
      Anonymous

      NTA, but I would be too paranoid to do that. I'd be afraid that the people I give the rules to so they could play test would steal them and publish them so the game essentially becomes their game now and they reap all the benefits from it.

      • 3 weeks ago
        Anonymous

        That's literally why they're telling you to do it. You'd have to be a complete moron to fall for it.

      • 3 weeks ago
        Anonymous

        You think too highly of yourself and your work then. If your idea was so good you genuinely believe it's better than 98% of games out there and would make more than a couple dollars on itchio or DTRPG, you should just copyright it. Or if you can't afford that, just publish it anyways.

  2. 3 weeks ago
    Anonymous

    >over a year
    You ain't done yet. I can assure you once you "finish" writing a book you're actually only about 60% of the way there. Now there's going to be adjustments, rewrites and changes to whole game systems.

    If you want to test it, play with friends and let them try to break as much shit as possible. Randoms won't give you sincere answers or at best give you some surface level critique that may or may not be the best.

    Actual testing needs to be long winded conversations about your intent or justifications, not shotgun opinions.

  3. 3 weeks ago
    Anonymous

    post it homosexual

  4. 3 weeks ago
    Anonymous

    Post the PDF and I may take a look.

  5. 3 weeks ago
    Anonymous

    >Works for a year on a game
    >Without a single play test

    • 3 weeks ago
      Anonymous

      While you and I may prefer to playtest in steps, getting feedback at every step just creating the thing and testing it for fixes is not an invalid way to do it.

      Post something you queer b***h

      It's not tested, it is literally a first draft. Nobody sane would put their first draft up on Ganker.

      • 3 weeks ago
        Anonymous

        >just creating the thing and testing it for fixes is not an invalid way to do it.
        Oh boy, this gonna be good.

        • 3 weeks ago
          Anonymous

          You'd be surprised just how many games you like were brought to a level the creator thought was complete before testing.

          >It's not tested, it is literally a first draft. Nobody sane would put their first draft up on Ganker.
          What do you think we're going to do, call you a homosexual? Too late.

          Stop projecting.

          cant leave us hanging like that man
          give us some pages at least

          I'm not OP,

          • 3 weeks ago
            Anonymous

            >You'd be surprised just how many games you like were brought to a level the creator thought was complete before testing.
            like?

            • 3 weeks ago
              Anonymous

              Now while (you) may not like any of these, many people do like them so they count by my metric, the only metric that matters.

              Every base game FASA made after Battletech, because the devs hit it out of the park with Battletech they felt their ideas were ironclad. Anything TSR made after Gary left but before WotC consumed it because testing was banned as a waste of pay hours. GURPS Lite, almost all of the OSR ~~*movement*~~ with a lot of never getting tested at all.

              • 3 weeks ago
                Anonymous

                >many people do like them
                >FASA
                The company literally went defunct because they saw there was no financial future left, and nobody was interested in what they were putting out.
                >Post-Gygax TSR
                TSR was already struggling without Gygax but it literally ran itself into the ground after him.
                Like, these all failed because nobody liked what they were putting out. No wonder you needed to start your post with a defense of your examples, they're all dogshit.

              • 3 weeks ago
                Anonymous

                >Like, these all failed because nobody liked what they were putting out.
                They died because there was a bubble that popped, you historyless homosexual. NOTHING was selling in the late 80s/early 90s. The whole hobby was borderline dead until Magic and D&D3. I prefaced my post because I knew some insufferable contrarian would go "I don't like them" as if it were a gatcha. I didn't expect a drooling mongoid to lie to my face.

              • 3 weeks ago
                Anonymous

                >A bubble popped
                >Nothing was selling
                Wow it's... It's almost like nobody liked what they were putting out... And so nobody was buying anything...
                >The whole hobby was borderline dead until Magic and D&D3
                Oh, two heavily playtested games revived the industry, you claim? I wouldn't put it that simply at all (I don't think it ever really 'died', just that the big moneymakers did because they were putting out slop that nobody wanted)
                But if you say that's what saved the industry, I'll accept it.

              • 3 weeks ago
                Anonymous

                The problem was oversaturation and disparate communities, not quality of content. Buy why should I expect an obvious redditer to know anything.

              • 3 weeks ago
                Anonymous

                Ah yes, the "whole hobby was borderline dead" and "nothing was selling" because it was TOO good. The games were just too amazing, too much fun, so fun that nobody wanted to buy them, they were actually sick of fun!
                What's really funny is that this still equates to nobody wanting to buy anything because nobody liked what was being put out, so you don't even really have a point to make here other than quibbling over semantics and scream about reddit when you're the only one acting like one.

      • 3 weeks ago
        Anonymous

        >It's not tested, it is literally a first draft. Nobody sane would put their first draft up on Ganker.
        What do you think we're going to do, call you a homosexual? Too late.

      • 3 weeks ago
        Anonymous

        cant leave us hanging like that man
        give us some pages at least

      • 3 weeks ago
        Materia Mundi

        >It's not tested, it is literally a first draft. Nobody sane would put their first draft up on Ganker.

        I did!

  6. 3 weeks ago
    Anonymous

    Post something you queer b***h

  7. 3 weeks ago
    Anonymous

    >spent a year making a game
    >hasn't even playtested it once
    What the frick is wrong with you? You need to start playtesting within the first few weeks. You should have been dragging friends kicking and screaming into regular playtest sessions this whole time.

    • 3 weeks ago
      Anonymous

      Not OP, but I have been developing a game for 5 months, and I'm only now going to start testing it with my group. AND I think waiting was a good decision.

      I feel that sometimes you just need to sit on some ideas and let them mature a bit more or less on their own before showing them to other people, otherwise you are risking destroying something that has potential because you might try to do too much too fast, or you might listen too much to your players inputs, etc.

      • 3 weeks ago
        Anonymous

        5 months is still too long. Full stop. You need to be testing and challenging every assumption you have about the rules as often as possible and you need extra eyes and minds working with you to alter how perceive your own ideas. You have no idea how dumb something might actually be until you have to explain it out loud.

        I had two different games I've made. One I tinkered with on and off for years. Only occasionally mentioned it and vaguely elaborated on some rough ideas. Within an hour of the first playtest, the game was falling apart at the seams.

        I had another game that I had some loose, leftover ideas for, and a handful of stolen ideas from other games I liked. I tossed it together in less than a month, started playtesting immediately. We're still playing that game years later.

      • 3 weeks ago
        Anonymous

        You 're right and don't ever let any moron

        5 months is still too long. Full stop. You need to be testing and challenging every assumption you have about the rules as often as possible and you need extra eyes and minds working with you to alter how perceive your own ideas. You have no idea how dumb something might actually be until you have to explain it out loud.

        I had two different games I've made. One I tinkered with on and off for years. Only occasionally mentioned it and vaguely elaborated on some rough ideas. Within an hour of the first playtest, the game was falling apart at the seams.

        I had another game that I had some loose, leftover ideas for, and a handful of stolen ideas from other games I liked. I tossed it together in less than a month, started playtesting immediately. We're still playing that game years later.

        here convince you otherwise.
        The amount of time one spends to develop a game differs wildly and a 4 month time span can mean something very different to different amateur game designers.
        ALso the amount of complexity of the game greatly influenced the time it takes to reach a playtestable alpha version.
        You most definitelly don't want to rush things and kill it in the womb as you said

    • 3 weeks ago
      Anonymous

      >You need to start playtesting within the first few weeks.
      How shallow is your system if you have enough material for playtesting within a few weeks? Unless you're making a one-page system or a Lasers & Feelings hack (in which case, Reddit is the place for you), I don't see how it's possible.

      Shit, it probably takes more than a few weeks just to recruit enough people for playtesting.

  8. 3 weeks ago
    Anonymous

    Don't, just publish it. Playtesting betrays a lack of confidence in your work.

    • 3 weeks ago
      Anonymous

      This. If you let anyone so much as read the rules before they're finalised you risk contaminating your vision with their thoughts.

  9. 3 weeks ago
    Anonymous

    Playtesting is 50% of development or more, and it!s PART of the process rather than adjacent to it.

    Put it this way - as a programmer, would you write an entire app without testing it a single time? Or would you periodically run it with each new addition, to test that everything’s working as planned?
    You haven’t written a game, but once you’ve given it the first test drive you can come back here and get kudos for starting the process.

  10. 3 weeks ago
    Anonymous

    Fwiends, you have frens, right?

    No, seriously; good friends who can give you actionable feedback are the best thing u could ask for.

  11. 3 weeks ago
    Anonymous

    Anon, many here on this thread are taking issue with the fact that you haven't playtested it yet. They're not wrong, but you need some more actionable advice than that and some clarity on what "playtesting" really means. Testing does not require that you hire people five at a time to do full scenario run-throughs; it's targeted simulation of each feature at a given time. Playtesting can easily be accomplished with you and one friend, or (although this is risky) by yourself if you are willing to formally go through the motions. In software development, we do manual testing in a format something like this:
    >Identify component (this would be an exploration procedure, or character class, etc.)
    >Identify dependencies (what other things does this affect or are affected by it)
    >Functional Testing: Does it work as intended using the strict text as presented
    >Fuzzing: What happens in weird or unusual situations, or what could make this weird
    >Call the Project Manager: Criticize it as harshly as possible
    >Call Business: Is it necessary
    >Call the Customer: Is it fun, do we want it
    >Think: Can it be optimized and how
    >Templating: Can we use the optimization here somewhere else
    So, in all seriousness, you can "roleplay" this yourself, but it would be helpful with other people. The critical thing is that you
    >WRITE IT DOWN
    then
    >ACTUALLY APPLY YOUR CHANGES

    Finally, if you want some feedback, drop a pdf here. Don't be a coward, if it sucks ass then use our comments to fix it until it doesn't. A game that is released in shitty shape is bad forever, while a game with more time in dev will be good eventually. Good luck

    • 3 weeks ago
      Anonymous

      Solid advice.
      Alot of playtesting for ttrpgs ends up being useless because they just run full campaigns with it.
      Now, one might think that's the best, maybe even the only right way to playtest games. But that idea is mistaken. Campaigns are reliant on the GM much more than they are the system you're using, and it's his ability to weave a story, come up with neat ideas, alter mechanics, resolve disputes, and so on that will often decide success or failure, and is what the players are mostly going to pay attention to. The best you can actually get out of campaigns-playtests, is just a report on how good the GM and the group's dynamic was.

      Instead, like this anon suggests, the ideal way to playtest games is to actually take the mechanics or systems and test them in a vacuum. If you want to make sure your combat system is actually good, don't run a campaign, run a bunch of small, disconnected battles with minimal context and various players. That will show you its flaws much more readily than a campaign ever will, and will also take far less work.
      Furthermore, you don't need the game to be complete to do this. You can, and should, test out systems as soon as they're usable. Otherwise you'll just build up a collection of rules that will all need to be thrown out, since most ideas you're going to come up with will suck ass when you first apply them, and will need to be rebuilt from the ground up before they're any good.

  12. 3 weeks ago
    Anonymous

    >Over a year
    Well, I hope you mean to say you've spent a year coming up with a foundation and core concepts, not actually writing a full rulebook. Otherwise you've mostly wasted your time since without constant playtesting, it'll almost always suck.
    Regardless you should probably consider a gamefinder discord or some place where you can find people who actually play games and would want to playtest it.

  13. 3 weeks ago
    Anonymous

    This thread has got to be just one person samegayging.

    • 3 weeks ago
      Anonymous

      With everybody else only gayging.

  14. 3 weeks ago
    Anonymous

    Don't let random neckbeards online playtest your game, ffs. Either trust your friends/ gaming group's opinion or just take the time to tweak and polish your ruleset properly. There's always going to be broken or OP stuff anyway, TTRPGs are not meant to be le hecking 100% balanced competitive experience.

    • 3 weeks ago
      Anonymous

      >Either trust your friends/ gaming group's opinion
      How moronic do you have to be to do this? Practically nobody with an IQ above room temperature is going to properly critique the work of someone they regard a friend, it's too often seen as insulting.

      • 3 weeks ago
        Anonymous

        True, let me just trust the opinion of some random homosexual online. If you can't rely on your friends for honest feedback, eithet get better friends or stop being a woman.

        • 3 weeks ago
          Anonymous

          You aren't "trusting" opinions, moron, as a designer you're taking criticisms or suggestions and sorting out yourself which ones are valuable or not. Trust is a non-factor for merit, as the designer you're the only one who can assess whether an idea is shit or a change is really needed.
          >Honest feedback
          Now see, I can tell you're a friendless or near friendless homosexual because almost nobody is going to endanger their friendship by seriously critiquing something a friend offers them unless they're socially moronic. Friends, REAL friends, are actually invested in keeping you as a friend, and if they like you enough, they'll like anything you give them more than they normally would anyways.
          Random strangers online are far less invested and will thus more readily offer you criticism because they have nothing to lose and less cause for dishonesty. They also won't kiss your ass or give you the benefit of the doubt if your game has problems.
          The best you can achieve by excluding playtesting to friend groups, is getting asspats.

          • 3 weeks ago
            Anonymous

            >I can tell you have no friends cause my friends walk on eggshells around me and won't speak their mind freely even when I ask them to
            This is too sad to make fun of.

            • 3 weeks ago
              Anonymous

              >My friends would happily insult me to my face and shit in my house
              >Wow what true friends, they're so honest and nice!!!

              • 3 weeks ago
                Anonymous

                You are what's wrong with the world.

              • 3 weeks ago
                Anonymous

                Nah, you're just a social sperg with no idea of what an actual relationship looks like. If you shit on your friends, expect your friendship to become shit. And if you act as arrogantly towards people you actually know as you do on here, I guarantee they are all shit talking you behind your back and are getting increasingly tired of your attitude.

                >hey man, how's this look?
                >not bad, this part is weird though
                >oh, you're right! how about now, is that better?
                >yeah, that's better for what you're going for
                >nice, thanks man

                >Making up conversations with himself to try and prove a point
                I take it back, you are just mentally ill.
                In reality, friends typically withhold serious critique, and won't offer any at all unless you explicitly request it.

              • 3 weeks ago
                Anonymous

                >Actual relationships mean sucking each other's dicks
                You are a sad and pathetic individual.

              • 3 weeks ago
                Anonymous

                Actual relationships are not when you act sycophantically towards eachother, nor like insecure little manchildren that lash out at every opportunity.
                Instead it's when both parties have something they offer to the other that they find mutually agreeable. Sorry to tell you this, anon, but the reason you have no friends is because you offer nothing but venomous opinions when your child-like naivety gets disturbed.

              • 3 weeks ago
                Anonymous

                >m-making up conversations to prove a point XDXD
                More like a short exchange, point proven too. Enjoy my last (You), hope you get better friends and learn to stop thinking of negative feedback as "people shitting on you".

              • 3 weeks ago
                Anonymous

                >Anon samegays again
                >Anon does not know what a conservation actually looks like
                The fact that you think I care about getting shit on is hilarious and shows your own insecurity. I simply spoke the truth about how most friendships work, and you sperged out because you've never had a lasting relationship with anyone that isn't a relative. And even that, only begrudgingly.

              • 3 weeks ago
                Anonymous

                >hey man, how's this look?
                >not bad, this part is weird though
                >oh, you're right! how about now, is that better?
                >yeah, that's better for what you're going for
                >nice, thanks man

              • 3 weeks ago
                Anonymous

                >Hey man, how's this look?
                >[Internally thinking about how it's barely playable dogshit] It looks okay man.
                >Do you think there's anything I should change?
                >[Holy frick this looks boring, can we just play 5e?] Uhh... Nah not really.
                >Is there anything I should add to it?
                >[Proofreading lmao] Um... Maybe add another ability to this class here?
                >Oh yeah good idea! Anything else?
                >[Yeah how about you make a game that isn't DnD with a static dicepool and lifepaths you sped] That's all I can think of.
                >Great! Since everyone else liked it so much I'm gonna run a campaign with it starting next week.
                >[Oh frick no] Ah damn sorry, my other group is running a game at that time man.
                This has happened every single time the moronic wannabe GM in my friend group has come up with a "totally original and innovative" system.

              • 3 weeks ago
                Anonymous

                >5e player can’t into healthy social communication
                We really don’t appreciate that filter enough

              • 3 weeks ago
                Anonymous

                I think 90% of the players in the hobby can actually do healthy communication. Seems to just be a you issue :^)

          • 3 weeks ago
            Anonymous

            Strangers on the internet, especially on anonymous message boards can also hurl insults at strangers without repercussions for their own and everybody else's amusement, but you did address that with the sorting out what is and isn't valuable spiel.

            It's a challenge to get valuable feedback from either group, but know the nature of either side to refine what's needed from their output.

      • 3 weeks ago
        Anonymous

        This is true. However, I also wouldn't waste my time critiquing randos online, because more often than not, they'll just get mad even if they asked for it. At the same time, I don't really trust anyone else's opinion either, because the average person can't tell the difference between a matter of quality and a matter of taste.

        • 3 weeks ago
          Anonymous

          I get it. Alot of people can't handle criticism, and the harsher it is or the more work you tell them they're gonna have to throw out, the less they can handle.
          But this only matters from a playtester's perspective, and if you signed up to critique something and don't, you're just an odd one out.
          And as far as designers who can't handle criticism go, people like that either have to be so talented that they don't need it, or they just go nowhere. Part of the skill set is learning how to disengage emotionally and think purely about what ideas or changes make the most sense and will hold the most merit.

          • 3 weeks ago
            Anonymous

            >and if you signed up to critique something and don't, you're just an odd one out.
            Yeah, that's why I won't do that.

  15. 3 weeks ago
    Anonymous

    Bruh. You didn't playtest it while you were developing it?

  16. 3 weeks ago
    Anonymous

    Here, let me give you the only valuable piece of advice in this whole samegayger thread: Frick playtesting, you need art. Even the biggest piece of shit ruleset can get a pass if the book includes enough pretty pictures. Your target audience are not potential players, but forever GMs who love the *idea* of playing anything other than DnD. Sell them on your setting with striking art, add some basic lore blurbs and you're already better off than 98% of the "properly playtested" games out there.

  17. 3 weeks ago
    Anonymous

    Where the frick is your PDF you stupid frick

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