Friday, September 30, 2016

The importance of playtesting

I had a chance to run the latest iteration of my Monopolis scenario for Ogre with some friends before I present it at MillenniumCon in November, and I'm glad I did. First, I was able to lay out all the terrain, and it looked cool. More important, however, I got some valuable feedback on my design.
The players were blunt about some problems with my setup: Mainly, that some objectives were too far for the attacking player to reach, and some parts of the map never saw any combat. I was told I went overboard with the terrain, and they're right. At the playtesters' recommendation, I am going to have the attackers come in closer to the city--and from more than one side of the map. I will also give the defenders some reinforcements.
Another thing they discussed were the objective cards I had printed out. They told me the cards needed pictures of the objectives (which I didn't have time to get for the playtest). I also realized that I forgot to mention that lasers can be used offensively as well as defensively, which I need to tell the players. This is something I will include in the player handout, along with other tips and hints that players unfamiliar with the rules as well might appreciate.
I enjoyed running the game, and even if the scenario wasn't perfect, I had a good time--and I think the players did too. Now, back to the drawing board!

1 comment:

Colgar6 said...

Well, it does look good. Better to find out any scenario issues now rather than on the big day, of course!