I would advise this to developers as well. I've taken a game in a very different direction but only with designer approval & buy in. It's their book. Developers edit & assist. Playtesters read it & reveal the experience so the author can achieve their vision of that experience.
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absolutely. it can be a fine line, as sometimes a publisher realizes they need to nudge a game in a certain direction in order to satisfy their particular market and designers need to have some flexibility in that regard.
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it’s vital to know what makes it your game. Suggestions that change the essence/nature of a game can make it a different game. We experienced this with FlickFleet - lots of good suggestions that would increase complexity.... and then it wouldn’t be FlickFleet!
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Great to hear as a newish playtester. Also would be good to know what’s on the table or off the table. Is mechanic X 100% locked? What areas are still under discussion where a suggestion might help?
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When I start w/ a designer in my 1st report I established "here is what I'm interpreting these elements to cause players to think about" & then if there are things I don't like or I don't think fit (or whatever problem we're tackling), I note it & explain my reasoning why. 1/2
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Usually this is true. But I also take the view that sometimes (many times?) a designer's vision is for a game that won't actually be that great. Outlandish suggestions that would really shake things up are at least worth considering.
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Concur. If nothing else, it starts a dialogue. I do most of my testing via correspondence, so time is less of an issue than at a con or unpub event, so ymmv...
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This should be on a sign at every playtest event!
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