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	<title>Comments on: From Con to Con: Playtesting</title>
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		<title>By: Walt Ciechanowski</title>
		<link>http://www.gnomestew.com/gming-advice/from-con-to-con-playtesting/comment-page-1#comment-1261</link>
		<dc:creator>Walt Ciechanowski</dc:creator>
		<pubDate>Thu, 10 Jul 2008 20:58:18 +0000</pubDate>
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		<description>Swordgleam - If you&#039;re customizing for a particular group of characters, it isn&#039;t much of an issue. However, given the lethality of D&amp;D, I&#039;ve often found it easier to rely on party balance to prep future adventures, since the party I have today may not be the exact party I have next session.

Scott - Most of my playtest group play in other games, so it isn&#039;t much of an issue.  When I do insert a module (to use the old school term) into a customized campaign, I usually customize it for them.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;1261&#039;,&#039;Walt Ciechanowski&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Swordgleam &#8211; If you&#8217;re customizing for a particular group of characters, it isn&#8217;t much of an issue. However, given the lethality of D&amp;D, I&#8217;ve often found it easier to rely on party balance to prep future adventures, since the party I have today may not be the exact party I have next session.</p>
<p>Scott &#8211; Most of my playtest group play in other games, so it isn&#8217;t much of an issue.  When I do insert a module (to use the old school term) into a customized campaign, I usually customize it for them.
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		<title>By: Scott Martin</title>
		<link>http://www.gnomestew.com/gming-advice/from-con-to-con-playtesting/comment-page-1#comment-1260</link>
		<dc:creator>Scott Martin</dc:creator>
		<pubDate>Thu, 10 Jul 2008 20:16:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=226#comment-1260</guid>
		<description>After playing playtest games for a while, do your players want the freedom of a customized campaign, or have they adapted to playtest style games?  Did you play custom games in between the playtest modules, or did the players only experience the game as playtesters?

I know that I consciously decide to give modules a chance-- I know the transition from ongoing campaign to module&#039;s usually a bit bumpy and give the GM extra leeway. Is the playtest style something your can &quot;opt into&quot; for a game?&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;1260&#039;,&#039;Scott Martin&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>After playing playtest games for a while, do your players want the freedom of a customized campaign, or have they adapted to playtest style games?  Did you play custom games in between the playtest modules, or did the players only experience the game as playtesters?</p>
<p>I know that I consciously decide to give modules a chance&#8211; I know the transition from ongoing campaign to module&#8217;s usually a bit bumpy and give the GM extra leeway. Is the playtest style something your can &#8220;opt into&#8221; for a game?
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		<title>By: Swordgleam</title>
		<link>http://www.gnomestew.com/gming-advice/from-con-to-con-playtesting/comment-page-1#comment-1245</link>
		<dc:creator>Swordgleam</dc:creator>
		<pubDate>Wed, 09 Jul 2008 19:18:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=226#comment-1245</guid>
		<description>I really like the idea of being able to answer, &quot;I don&#039;t see why my character would care about this sidequest/NPC/plot thread&quot; with, &quot;Duly noted. I&#039;ll try to think of a way to fix that, but for now, just go with it.&quot; 

It would require a certain amount of trust from the playes, and temporary cognitive dissonance from the characters, but I think it would be very much worthwhile. It&#039;d be a lot better to spend some time thinking between sessions and then say, &quot;Okay, this sidequest should be of interest to your character because, as I &#039;forgot to mention&#039; last time, element X of the adventure ties into element Y of your backstory,&quot; than to just trash the whole sidequest because it didn&#039;t work at the time.


I&#039;m not sure about covering all the archetypes. I can see where it would be essential to playtesting, and make the GM&#039;s job easier in any case. But it seems like it would remove a lot of freedom of choice. And a party of a barbarian, two rogues, and a bard probably has a much more interesting combat strategy than a cleric, rogue, fighter, and wizard.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;1245&#039;,&#039;Swordgleam&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I really like the idea of being able to answer, &#8220;I don&#8217;t see why my character would care about this sidequest/NPC/plot thread&#8221; with, &#8220;Duly noted. I&#8217;ll try to think of a way to fix that, but for now, just go with it.&#8221; </p>
<p>It would require a certain amount of trust from the playes, and temporary cognitive dissonance from the characters, but I think it would be very much worthwhile. It&#8217;d be a lot better to spend some time thinking between sessions and then say, &#8220;Okay, this sidequest should be of interest to your character because, as I &#8216;forgot to mention&#8217; last time, element X of the adventure ties into element Y of your backstory,&#8221; than to just trash the whole sidequest because it didn&#8217;t work at the time.</p>
<p>I&#8217;m not sure about covering all the archetypes. I can see where it would be essential to playtesting, and make the GM&#8217;s job easier in any case. But it seems like it would remove a lot of freedom of choice. And a party of a barbarian, two rogues, and a bard probably has a much more interesting combat strategy than a cleric, rogue, fighter, and wizard.
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