PIcture a room full of game designers who love to make games. It’s mostly playtesting–either running a game or participating in a playtest for someone else’s design.
Designers will also naturally network and learn from each other about all aspects of design and game publishing. There will likely be newbies and published designers in attendance, so lots of learning will take place.
Yes, as long as drinks are non-alcoholic.
For this first one, it’s an experiment. While Protospiel events generally focus on playtesting with attendees who bought a badge (designers and playtesters), we want to mix in more of the UnPub model. We will open the doors to the public so they can playtest too, beginning at 4:00.
Anyone can stop in for free during the Playtest Fest hours to play prototypes, meet the designers, and get a look at the design and publishing process. And there’s a chance to win prizes.
To incentivize participation and to get feedback from the (non-badge) playtesters, they can fill out a short feedback form after playing a game. That will enter them in drawings for games and gift certificates.
Important information, especially for designers:
We offer the playtester badge so people without a prototype can still attend the entire day and show support. Purchasing a playtester badge helps us pay for the venue and to cover costs to run the Playtest Fest portion.
The drawings are meant to attract and pay back non-paying playtesters who give their time to help us improve our work. Playtesters, even with a badge, can enter them if they want. Designers who had one of their games playtested are not eligible for the drawings/give-aways.
There will NOT be a schedule or structure for playtest sessions. We encourage all designers to remember the Protospiel Golden Rule:
Share your time by putting in as many playtesting hours as you get from the other designers!
That’s total designer playtest hours. For example, if three other designers (with their own prototypes to test) play your one hour game and then give 30 minutes of feedback, expect to give back 4 - 5 hours of playtest time for the rest of the event.
Everyone should plan to spend most of the day as a playtester. Here are some tips to be as helpful as possible.
Most of all, don’t try to force the designer to make the game you want to play.
Instead, pay attention to what the game designer is looking for. If the designer doesn’t clearly state this, ask. Try to limit feedback that doesn’t apply.
Unless asked specifically for fixes, let the designer be the fixer.
While playing, try to do so as a player in the target audience, even if you are not naturally into that type of game. With that in mind, and when appropriate, point out areas that you feel need attention.
Usually there will be a wrap-up discussion after the playtest finishes. That’s the best time to give overall thoughts and point out areas that need attention. Respond to the designer’s questions. Share your contact information or get the designer’s info if you think you can be of more help after the event.
These are suggestions for a Protospiel playtest, with other designers or playtesters who paid for a badge (not with the general public).
For running your game during the Playtest Fest with the general public:
Most games will be board and card games. There is a lot of variety, from quick and simple to longer and complex. If your game doesn’t fit that, it might still have a place. Please read the questions below, and keep in mind: This event only lasts 8 hours. If your game is over 90 minutes long, you might want to consider how you can test only part of it. Or at the very least, let your group know it will take a good part of their day. Especially when the public joins us in the second half of the day, we want this to be a family friendly event. If you have mature themes or explicit content that some might find objectionable, please be considerate of attendees or playtesters who might find it offensive.
This is an important question, especially for a one-day event!
First of all, remember that playtesters are committing time to learn the game, play it, then have some wrap-up discussion. The day can go fast! Be considerate of time as a designer and a playtester.
You can take as much time as you need. Just be upfront with the playtesters. Please understand some will not want to be part of a longer game that takes a good part of the day, especially if it’s also in an early stage of development.
A great rule of thumb for Protospiel events: Consider after an hour of playing how much more information you’re going to get if you continue the playtest. Ask everyone at the table. If you and/or the players think everyone has seen enough to give helpful feedback, consider how you might end the game early and possibly have more time for wrap-up discussion.
Games in any stage of development are welcome.
Again, just remember expectations are everything. Please let your playtesters know the stage of development at the start. The more early the game is in development, the more you should be considerate about the time your playtesters are devoting to it. If it’s not working, please end the session early rather than going too long.
That's great! You'll find most attendees have made board and card games, and most playtest sessions run under 90 minutes. You will want to be very clear with people upfront if you expect your game to run 2+ hours.
For a successful TTRPG, we recommend preparing a one-shot adventure with pre-made characters and rules references on hand. Big Event games can be a challenge. You'll need to be very proactive about expectation-setting and scheduling.
In either case you should also be very clear about what kind of feedback you're looking for. It's possible that your playtesters will opt out once they feel like they've provided that. Time is precious at Protospiel and big, long games are a commitment.
If you're still in doubt, please contact us. We can tell you based on registration and past experience how likely it is that you'll get enough support.
No publishers have arranged yet to be there specifically to look at designs. If any of them do, we will add them to the front page. Some of us have self-published and can share our experiences.