GeorgeBates
Elder Member
I love matches in which both side feel they're starting out behind the 8-ball...
This maybe a dumb question but is play testing ever done by less experienced players? That way difficulty could be better tested and recorded.
This, I believe, is very far from a dumb question. Obviously, playtesting is done at the level of the playtesters - and a scenario may seem balanced to novice players, but unbalanced to experts (or the reverse, obviously). I have never participated in a playtesting effort, but I'd say making a scenario that will be fun and challenging to all player levels should be much, much harder than making it so for just one type (if there is such a thing as a "player type").This maybe a dumb question but is play testing ever done by less experienced players? That way difficulty could be better tested and recorded.
In many scenarios you would never roll a SAN. Are you playtesting for ASLSK?Speaking to balance, can one conclude that only DRs of between 5-9 (or even 6-8) are used as these put the whole test smack dab in the zone of a balanced play through, and speeding up play testing as well?
No one (before you) associated the word 'dumb' to the question. I am just citing myself as someone who does a lot of playtesting is a very inexperienced (and dumb) player.This, I believe, is very far from a dumb question. Obviously, playtesting is done at the level of the playtesters - and a scenario may seem balanced to novice players, but unbalanced to experts (or the reverse, obviously). I have never participated in a playtesting effort, but I'd say making a scenario that will be fun and challenging to all player levels should be much, much harder than making it so for just one type (if there is such a thing as a "player type").
A fun/interesting scenario is a fun/interesting scenario, no matter what your level of experience is. A scenario is either worth playing or it isn't; the "type" of player simply doesn't come into it. (To put it another way, players will make their own determination as to whether a scenario is worth the time investment or not. If you are artificially either "dumbing down" or "sexing up" a scenario simply to make it seem more attractive to a particular type of player, you're probably guaranteeing that absolutely no-one will enjoy it.)I'd say making a scenario that will be fun and challenging to all player levels should be much, much harder than making it so for just one type (if there is such a thing as a "player type").
Uh, no. Playtesting involves playing a scenario and seeing what happens. If you're artificially pre-determining the result, there's no "testing" involved. If you get a seriously weird result, then you play it again, but you don't need a lot of experience to be able to determine when the "weird result" is simply a statistical anomaly. The point of playtesting has nothing to do with dice. Why should it? If you take actions X and Y then it's easy to determine the probable results without setting up a single counter. The point of playtesting is to determine if the scenario has any reasonable chance of working. If an ATTACKER will only succeed if every other DR is a Critical Hit, then the scenario is probably not working. If a DEFENDER can only win by setting up in exactly one way, then the scenario is probably not working. Playtests should shake out the reasonable vs. the unreasonable, not the probable vs. the improbable. That's why blind playtesting is critical -- every scenario designer has a script in his head and most will find it difficult to deviate significantly from that script. When a player creates a new script and develops the situation in a way not previously foreseen, then you can see whether the scenario really has what it takes.Speaking to balance, can one conclude that only DRs of between 5-9 (or even 6-8) are used as these put the whole test smack dab in the zone of a balanced play through, and speeding up play testing as well?
Fantastic news, Michael. Edited the last update to reflect your news. Really miss Jim. Let me know if you and Darren need a hand.I have Ortona at this time. Jim McLeod turned Ortona over to MMP at some point before he passed away (he died in 2009), but he included additional map changes as well as a small number of rule changes. In 2014, MMP asked me if I would like to take on incorporating the changes and putting everything through the playtest again. I took on the project. For six months or so, I worked on the map and rules a lot, and did some playtesting with Jean-Pierre Raymond. Then I let myself become too distracted by ASL tournaments and other pleasures of life. I have now returned to this project. Darren Kovacs is also participating.
No, that's why the designer extrapolates out the results. Can a string of abnormally high or low rolls compromise an individual playing? Sure. That's all part of the designers work-load though. See it, realize it and extrapolate based on the probabilities. You certainly don't constrain people to play with a lessened palette of rolls though. If it can happen in a game, it should be allowed to happen in a playtest, because that is a true test.Speaking to balance, can one conclude that only DRs of between 5-9 (or even 6-8) are used as these put the whole test smack dab in the zone of a balanced play through, and speeding up play testing as well?
I am not talking about dumbing down a scenario, but I can see situations where, depending on the level of familiarity with the rules, some players might not see a point which would be "obvious" to more experienced players, and this might make the scenario very tough for one side.A fun/interesting scenario is a fun/interesting scenario, no matter what your level of experience is. A scenario is either worth playing or it isn't; the "type" of player simply doesn't come into it. (To put it another way, players will make their own determination as to whether a scenario is worth the time investment or not. If you are artificially either "dumbing down" or "sexing up" a scenario simply to make it seem more attractive to a particular type of player, you're probably guaranteeing that absolutely no-one will enjoy it.)
Err, yes. I was replying to (and quoting) Bob Walters, and quoting the word "dumb" from him.No one (before you) associated the word 'dumb' to the question.
Ah right, like I said dumb player --> me. You should all rest easy.Err, yes. I was replying to (and quoting) Bob Walters, and quoting the word "dumb" from him.
Philippe is exactly correct.I am not talking about dumbing down a scenario, but I can see situations where, depending on the level of familiarity with the rules, some players might not see a point which would be "obvious" to more experienced players, and this might make the scenario very tough for one side.
Say one side has a lot of ground to cover with Infantry, mostly unopposed, and lots of tanks. A player who's too unfamiliar with the rules for Riders might miss their usefulness.
Some might miss the usefulness of smoke (from OBA, or from other sources - though SSRs always make it clear that the OBA can fire smoke), and have a much harder time planning their progression.
There's plenty of rules that only rarely come up, and that a novice player may forget about, or just not have read enough to try to use them. A more experienced player will most likely "see" their usefulness in a given situation. And, in some circumstances, this will make a big difference in players' enjoyment of the scenario, because missing a key thing may well make it look like the scenario is horribly unbalanced.
No, that's why the designer extrapolates out the results. Can a string of abnormally high or low rolls compromise an individual playing? Sure. That's all part of the designers work-load though. See it, realize it and extrapolate based on the probabilities. You certainly don't constrain people to play with a lessened palette of rolls though. If it can happen in a game, it should be allowed to happen in a playtest, because that is a true test.
I was vague about what rolls I meant, just the FP rolls and the rest normal. Also, keeping the moral check rolls to 50% each side by enforcing mandatory win/loss results will net a very clear and quick picture of force balance. Once that's adjusted, then yeah let all the rolls play out a few times and see how exciting it is. Allowing the lowest and highest three rolls is pointless, you know it's either really good or really bad, so why go there? If it's not balanced with fire power attacks from the middle five DR results, then you must be expecting one side or the other to roll above or below average. How does this make for a balanced design?No, that's why the designer extrapolates out the results. Can a string of abnormally high or low rolls compromise an individual playing? Sure. That's all part of the designers work-load though. See it, realize it and extrapolate based on the probabilities. You certainly don't constrain people to play with a lessened palette of rolls though. If it can happen in a game, it should be allowed to happen in a playtest, because that is a true test.