Hello
A lot of designers seem to have problem to get tester that are willing to test their games. Either they don't have regular gaming groups or the gaming group does not want to play their creation.
Nowadays I have no problem with that. I have a regular group and can also get the game tested on other occasions.
In my regular group there are even people that ask me to bring some games, asks if the games will appear again, wants to be a part of the process. Some of them have started to bring their own games and more will come.
It has taken time and a lot of work to get there.
Here are some suggestions.
To start with
Involve some people in your work. When you got an idea, write it down and talk to a friend or two about the idea. It will still be your idea.
Don't ask them to do the game for you. Draw an outline of the game and ask them if they think it is a good idea. Involve them in small parts of the game. A person that feels involved in a process also wants to test it.
Preparations
Preparations are the most important thing.
- Don't bring your 12 hour game involving everything and must have at least 7 contestants to the session. Even if you want to test that game, you can't.
- ...Instead, cut the game into smaller pieces. If you want to test a combat system, a bidding system or something else, make a game with that. If you have a hard time to come up with a new game, take an old one and suggest a different combat system or something else (I have used Mordheim to test combat systems, bidding movement system, new psychology system and it have worked fine).
- Take the time to create a better prototype. The prototype will probably only be used once, but if you plan a game for 2 hours and want to play it with four friends, they will invest 8 hours in your work. You should invest at least 40-80 hours to make the prototype work and plan the session.
- Make a prototype that give some feel and look of the game. Often it's enough with some simple symbols, quick headlines or a good background story.
- Complete the prototype at home (don't start to fix the prototype in the session).
- Write down the headlines for the rules, run the game for you self and know what the session should be about.
- Prepare the introduction and how to present the rules.
Session
- Don't force them to play the game.
- Make a quick setup. The setup should be prepared (use zip bags). Have everything included in the game (don't start to searching for pawn and dice at the session, that should be included).
- Make a time limit for the game (You should keep the limit, but they don?t have to). Normally a good time limit is 1-2 hours.
- Explain the rules in max 5-10 minutes (test run a rule description at home). I have seen rule explanations that has taken up to an hour and after that nobody wants to play the game.
- If you have to change the rules during the game, always do that so it will affect all players equally.
- Listen to what the group says during the session. Also listen to what they don't say.
Feed back
- Start the feedback with asking what part of the game that was good. Then take the things that could be improved (there are always improvements in the game).
- Never defend the game. If a person thinks that this is the worst game ever, ask why.
- When you get negative feedback, ask how that could be improved.
- Write down the comments.
After work
- Write down the comments and see what can be used. If something can't be used, you should have a good explanation why.
- Send out the list afterwards to all persons involved in the session. You will see that you often get more feedback after a day or two.
After the session it is time to create a new prototype.
Session 2
- The next session, you have to have a better prototype then in the first one. You should always point out what improvements that have been made.
- Have the rules with you (or the headlines) and include the test persons in the Tested by and/or the Special thanks to in the end (don't point it out, they will find it out for them self).
Good luck. (This was a lot of "don't" ;-) ).
// Johan
P.s. I manage to run Feeeeed Meeeee 6-8 times in different session before it started to work as a game (and they still wanted to test it).
Great post, I second every point you have made! I follow a similar tact when approaching friends to playtest games for me.
And it never takes them long to find their names in the rules!