- the "let's see if this will work" phase
- the "try to break the game" phase
Most of the playtesting I've done in the last 2-3 years falls into this category... this is where the rules & components of the game are pretty well-established and your job is to find the holes through blind playtesting.
For the uninitiated, "blind playtesting" is where the designer gives or sends you a copy of the prototype & the rules and lets you try to learn the game on your own. It is, btw, an ESSENTIAL part of good game design that is too often neglected. (Hint: when many of the playtesters have the same last name as the designer and/or publisher, it probably hasn't been blind playtested.)
We had a lot of fun sending Ray Mulford bizarre e-mails about his (as yet unpublished) Everybody Limbo when we discovered that our playing style was completely different than his original playtest group. (It, btw, is a neat card game - I wish someone would pick it up.)
- the "tweak the little things" phase
I like this stage - whether it's helping test special powers for Frank Branham's Battle Beyond Space (SOMEONE PUBLISH THIS ALREADY!) or checking game balance for Joe's Scream Machine, it's nice to play nearly finished games. (I also got to do a bit of this for Hasbro, but if I tell you what games, they'll come to my house & burn it to the ground... at least I _think_ that's what the NDA that I signed said. It may be worse than that.)
As a final note, I will say that having your name printed in the rules is really cool. What's humorous is that while I've tested a number of games for Frank Branham, the only published game of his that has my name in the credits is Dia de los Muertos, which I only played once and that VERY late in the development. OTOH, I did a lot more work & play on the "Evil Geniuses" prototype (which became Nodwick: The Card Game) and my name's not anywhere on that one. I figure we can call it even.
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