Originally posted by r o b:
No real need there, I think. A guesstimate of 90% against and 10% neutral wouldn't be too far off.
And yet, despite that, he's still sticking with it?
I think you're right. That, and refusing to be intimidated.
Intimidated? By whom? Me?! How could I, or any other mere "playtester" possibly intimidate a supposedly "great and wondrous game design genius" like Marc? (and yes, I'm being sarcastic).
I do not think it is unreasonable for playtesters to expect a professional, well organised playtest (or even one that is organised at all, as is the case with T5). Or to expect that enough material should be provided for playtesters to be able to fully assess how it works without having to guess at things that aren't there or haven't even been written yet. Or to expect that the designer to interact and respond directly with the playtesters instead of doing it through lackeys (if he has time to do the latter, then he has time to talk to us directly). Or to expect that the designer listens to, accepts, and acts upon the criticisms of his playtesters when it comes to the usability, elegance, and practicality of his rules. These are basic aspects of every playtest I've ever been involved with at SJG and QLI. I do however think it is unreasonable for a designer to flat out ignore his playtesters opinions in favour of just testing what he gives them.
Or do you think it's intimidating to expect that those principles - that everyone else (including QLI, for that matter) seems to be able to adhere to - should be considered and implemented here? No other playtest I've ever been on (and I have participated in at least ten others) has worked the way that the T5 playtest does.
There's simply no reason for this one playtest to be run the way it is, and all it's doing is alienating people and putting people off from helping who could have provided a lot of useful input. And those people are not likely to say good things about the playtest to encourage others to join either. Others may be less vocal about it than I am, but there are definitely other people who have already given up in frustration and walked away.
Playtesters
volunteer their time so that they can help designers clear up inconsistencies in their rules and settings, and get their systems working in as straightforward, consistent, and elegant a manner as possible. If a playtest isn't geared toward that end because the designer isn't interested in peoples' opinions about how it works and can't get his act together enough to provide enough material for them to playtest it properly with, then not only is it a waste of time for all involved but it is also an insult to the playtesters. I said that on the playtest and I'm saying it again here. I don't think these expectations are remotely unreasonable or "intimidating" at all.
Your previous post mentioned 'bend'. Playtesters should be as patient as they are insistent, especially in the early phase, when bending can occur with little notice.
Given that Marc showed no willingness to bend at all over the dice systems used faced with a lot of opposition to them, I don't think this is happening here. Marc has told me that he doesn't believe a playtester's opinions on whether he likes the rules or not, or whether he thinks they are impractical or overcomplicated are relevant - he thinks that all a playtester should do is point out where they are functionally broken. That flies against every other playtest I've been on or heard of. If that's his attitude, then there is no reason for anyone to participate in his playtest.
EDIT: And remember, playtesters are invariably part of the target audience. If they're ignored and alienated, then the target audience is being made that much smaller.