Nordic Weasel Games

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Playtesting. What you actually need

We've all bought books that boasted of YEARS of playtesting on the back of the book, despite having entire rules chapters that make no sense.


I'm going to contend that playtesting is not a linear progression or a progress bar in an RPG. More isn't better. Better is better.

Let's dive in:

This goes for board games, card games, miniatures games, roleplaying games and probably all manner of other stuff too.

There's a few different things you can do that I would fit under "testing" all of which has varying amounts of value.

* Casual reading


This is the most basic level: Have other people read your game and tell you what they think.

This is good for providing a basic gut-level "does this look cool?" impression.
However, it rarely provides substantial feedback.
If you are soliciting feedback from random strangers, you have no idea if they are crazy and most will be incapable of providing the kind of mechanical insights you need.

Get a little bit of this, but don't rely on it.


* Critical reading


A line by line reading of the text with an eye towards rules that aren't explained well, references that aren't repeated, etc.

This requires a person with attention to detail and an understanding of game mechanics.

You need at least one person doing this.

* Proof reading


A thorough read aimed at catching typos, wrong words, grammatical problems etc.
This is best done by someone with experience in editing, but reasonable results can be obtained if you have a few people go through the text.

You need at least one person doing this.

* Math testing


Sitting down with dice and a calculator and crunching the numbers.
How likely is an attack to hit? How many attacks will destroy their target? If X amount of troops fire, what is the expected outcome? What are the best and worst case scenarios?

This often leaves out the "soft" factors that happen on a gaming table (for example a unit is often not able to fire in every turn of a battle) but can be invaluable in establishing the base lines for how the system is going to function.

Just remember that theoretical effectiveness is always higher than actual effectiveness (miniatures units have blocked lines of sight or are forced to redeploy, RPG characters take non-combat actions etc.)

This will save you a ton of time and ensure you have a sound basis for your game.

* Personal play test


Play testing done personally by the writer.
This is often solo or with personal friends.

This is the initial "Crash test" to figure out if the game works at all.
Beyond a few games to verify the concept, this is a diminishing return because you already know how everything is /supposed/ to work.

* Directed play test


Play testing set up by the creator (or a close associate) but with people who aren't inherently in your play group. A club or store game f.x.

Pay close attention to what rules the group internalizes quickly vs what rules they keep struggling with or flat out forgetting.
What rules do they get excited about? What parts do they protest?

Try to let the game "run itself" as much as possible.
Is your reference sheet enough to let them play through a few turns?

* Blind play test


The gold standard:

A group plays the game without you being there to tell them what to do.

This is where the real play testing happens: Your future customer will not have you present to explain exactly what that rule means. Your text needs to stand on its own feet.

To be of value of course you need a group that is willing to provide feedback in detail, isn't afraid to interpret how they think things should work if the rules aren't clear and explain that to you.

This also means you need to take it in stride. They might hate your game. They might do it wrong. They might love it BECAUSE they did it wrong.
You want to write games for people, you gotta play in the big boy/girl/robot/non-binary leagues and take your lumps.


* * * * *
So now that we know the ways you can put your design through the paces, what should you focus on?

First and foremost get feedback. Any feedback.
If you are an unknown, that can be hard. The gaming hobby is full of "idea guys" and you have to convince them that your idea is better than the 100 other guys who just re-invented D&D but the elf is called a belf this time.

It can help to put out a beta version. Make it clear it's a work in progress and make it substantial enough to be a game in its own right and put it up for download. People love the idea of a game they can help influence.

If nobody bites when you put it on a forum, put it on rpgnow and charge a dollar or make it PWYW:
The capitalist priesthood teaches us that only things that cost money have value.

Once you have people's attention, look at the feedback you get:
Some will be people who just casually read through it and will give you the equivalent of "this sucks" or "this is cool". Those are a handy barometer but aren't really that useful to go anywhere.

Look for and listen for the people who put in the effort to read it in detail. Who asks questions about that optional rule on page 34, who says "we tried this over the weekend and had some questions".
There's a lot of nerds out there who love doing this stuff and play testing is a skill just as well as writing is.

Some of the people will be crazy.
Some will convince themselves that your game would be PERFECT for [insert concept here that you have no interest in].
Don't argue, just politely thank them and move on.

Ultimately, what you want is the blind play test:
Each game played by a decent group that you are NOT a part of is worth 10 games you put on yourself.

* * * * *
So why does the book say "playtested for a decade" and you found 5 mistakes and a rule thats outright broken?

Because what they mean is usually "the author and his group played this twice a month for years and they already knew how everything is supposed to work".
The authors copy has "+2 for cover" pencilled in the margins but it never made it to the final version you just paid 50 dollars for.

Even blind playtesters can't always catch everything.
Some options don't get tested.
A particular character weapon+ability combo may simply never have come up.
RPG playtesting is notoriously difficult, because 90% of an RPG session tends to have nothing to do with the game system at all.

A group may have playtested your RPG for months and provided good feedback, but their campaign didn't involve [thing] that the problem exists with, so it never came up.

Playtesting seriously often means ensuring that situations happen that won't do so in a conventional game.
Launch a charge, just so you can see the close combat system.
Try to persuade the orc villain.
Level up in a strange way.
Try having both sides dig in their forces and shoot it out, instead of marching on the objective.

You have to be willing to push the boundaries of the system to find out if the boundaries even work at all.

* * * * *

I hope this helps a little bit with getting better testing for your games.

Let me know what you think and what your own experiences offer.

Good luck out there.

Common questions

A somewhat rewritten repost from the old blog. This can also serve as a sort of catch-all for questions I am often asked, but which have answers too short to fill a full blog post on their own. I am fairly private online so forgive some questions not being extremely detailed. 

Who are you exactly?

My name is Ivan, I am 42 years old, I was born and grew up in Denmark and live in the United States currently. At this point I have spent about half my life in each place and depending on which day of the week I feel like one, both or neither.

What is your day job?

Nordic Weasel Games is my day job and pays for my rent, car and other things. 

Are you / do you believe in / do you support X ?

These days I do not tend to discuss politics with people I am not friends with. 

If you understand Danish politics, I voted SF before I moved. 

What is your opinion on X ?

I do not generally comment on hobby drama or personality clashes. 

Do you do x social media platform?

Probably not. I try out things now and again but I tend to find the experience aggravating and unpleasant.  

What do you play personally?

A bit of everything when I get the chance. I often play games made by other people when playing recreationally, since it helps me to not be in "work brain" mode all the time. I also like to try different games. 

With a couple of exceptions I tend not to like games that require purchasing a specific range of figures so I prefer more generic science fiction games. 

These days most of my miniatures gaming is historical. I also enjoy hex-and-counter wargames and do a lot of roleplaying. I don't really play CCG's any longer though I do enjoy the format.

Are you part of OSR/Oldhammer/some other movement?

Not generally though I have dabbled in all kinds of things over the years.  

What scales of miniatures do you collect? 

Primarily 10mm and 1/72 scale historical figures and 15mm science fiction figures. 

I have some smaller piles of other stuff but I try to avoid accumulating too much stuff.

Is it true you write for 15mm first? 

I usually test games in 15mm or 1/72 scale first. It happens that the distances I like in those scales also tend to match up with common ranges and movement rates for 28mm games, so it works out just fine. 

What happened to X product?

Some game lines just don't catch on and I can't justify spending time on them. Other games I did everything I wanted to and the game is finished as far as I figure it. Sometimes I just simply don't have the time to do more with it. 

Specifically regarding Trench Storm and FAD the rights were sold off.

Why do some betas not get a full release?

This usually happens if there wasn't enough interest or because in hindsight the system was too fiddly or not very fun to play. Some games saw a hundred or more downloads during the beta and not a single comment on them, which is a good sign that the idea needs more work. 

Why aren't you doing X obvious thing?

It may be because I am not super interested in the topic (superheroes), I need to do more research first (naval combat) or it is a really good idea but I haven't had the time for it yet.

If the idea is one that requires significant upfront money or a high chance of getting stock with unsold items, I am 1000% less likely to be interested. 

Is there some secret logic behind what projects you do?

It has to be something I am interested in personally. It needs to not be overdone in the market (usually) and I need to have an idea of how to put my own spin on it. It also needs to be something that I think somebody will pay money for. 

Is it FiveCore or 5Core?

Both get used online. I prefer FiveCore. 

I want to write games, what advice do you have? 

Write a lot. Build up a back catalogue. Every project will encounter "The Suck": Learn to power through it. Stay out of internet drama. Treat every person with kindness. Don't pursue internet trends. 

What things will you never do, so we should stop asking?

Anything to do with the OSR or D&D stuff in general. 

Any edgelord stuff. 

What are your favorite bands of all time?

Bolt Thrower and Blind Guardian.

What are your favorite movies of all time?

Aliens, Shawshank Redemption, Pretty Woman.

What are your favorite authors of all time?

Michael Moorcock, Mercedes Lackey, Jack Vance.

Why do I charge for beta versions? Updated repost.

A repost from the old blog, but updated a little bit.

If you have been with me for a long time (and if so, thank you!) you will notice that for a few years I have charged for early/beta versions of rules: Usually a dollar or two or putting it through Patreon (which is also paid for, if you think about it that way). 

I sometimes get asked why I do that. 

Reason 1: 

It is usually enough material to be a full game. Maybe not "full" in the "150 page rulebook" sense but full in the sense that you can play multiple games and have a good time. If I am providing that amount of stuff, a cup of coffee is a fair return. This also means that if the game doesn't end up going anywhere (which happens) there is enough to be worth having whether to play it as is or loot for ideas. 

If a draft is so rough that it isn't really viable as a game yet, it usually does not get released at all outside the critical "inner circle". 

Reason 2:

I've noticed that people just provide more and better feedback when there was a dollar or two on the line. I don't know if that is because people feel more invested or if they feel it makes the effort more worthwhile on my part. It could be both as well.

Over the years I have tried basically everything at least once and will continue to do so, but if you are wondering about why a beta version might cost a cup of fancy coffee, that is why.

Some terminology I use

These terms occasionally come up on the discord but I think they are useful to help figure out what people want in miniatures games. I don't know the origin of some of these.


30 days

A method to getting hobby things done or to engross yourself in a topic. You select a single topic and focus all of your hobby efforts on only that for 30 days. If your focus is "Stalingrad" for your ww2 collection you only buy, build, paint and play games related to Stalingrad for 30 days. Existing social commitments are exempt so you don't have to cancel your weekend Magic the Gathering game.

In "Epic 30 days" extend this to music, film and books as much as possible as well. 

Grog

Short for Grognard. An old school wargamer. Is often a bit stuffy and set in their ways but also tends to be less motivated by commercial hype. Note that grog is a state of mind and not actually correlated to age. 

Rank and flank

Typically a medieval or fantasy game where troops are arranged in ranks and files and move as blocks. Often associated with individual figure removal but does not require it. Examples: Warhammer Fantasy Battles. 

Skirmish

Nobody agrees on what this means. To me a game is a skirmish game if a single figure represents a single soldier and has at least semi-autonomous actions (moving and firing individually, even if it is part of a squad f.x.). Typically 30 or less figures. Examples: Chain of Command or Warhammer 40.000.

A derivative is Big Skirmish which is a skirmish or semi-skirmish game with 40+ figures. 

Social solo

Playing solo miniatures games but sharing them online, whether on a forum, social media network or Discord server. Allows social interaction around the games with people commenting on each others games, storylines and figures/terrain.

Out of the box

A game where by reading along in the book, it will produce forces and a ready to play scenario for you. Contrasted with games where you have to create your own scenarios or build armies. 

Originally devised to describe my own Five Parsecs From Home.

Warband

A game where each player has only a handful of figures, but they are carried over between battles with some sort of progression system. Examples include Necromunda, Gangs of Mega-City One or my own Five Leagues From the Borderlands.

The Weasel rule of miniatures placement and shot decision.

That sounds rather ostentatious but this is really more of a "best practice" when playing miniatures games. It appears in some of the books but it is worth discussing here:

The Weasel rule of miniatures placement:

When positioning miniatures on the corner of buildings or at the edge of terrain features, always clarify verbally to the other player if the figure is intended to be AT the corner (and thus able to fire and be fired upon but counting as being in cover) or BEHIND the corner (and thus out of sight unless outflanked).

A simple act like that can save no end of confusion and irritation when you realize a turn later that you did not have the same impression of the state of the game and battlefield.

The Weasel rule of shot decision:

If you are unsure if a figure is visible or out of sight, assume it can be seen.

If you are unsure whether a figure is in cover or in the open, assume it is in cover.

These two stances are intended for use only in cases where it really is quite marginal. Being permissive in both cases tends to move the game along and tend to balance out. 

Game updates

Squad Hammer

The Squad Hammer Core rules has been updated with two tweaks:

First monster attacks against buildings now do damage equal to Size rather than rolling. This cuts out a die roll and also just feels like it makes more sense to me.

Second standard Hit Points is now 8 (9 for Hardcore units). This is not a huge change but over the course of a battle it should result in units being slightly more resilient. This may require more testing but I am pretty happy with the initial feeling. Let me know.

Shoot People in Space

The special ability of the Swift species was referring to a deleted rule. It has been updated to actually work correctly.


As always rules updates are free and incorporated into the rulebook: Just go to your library page in the Wargame Vault library and download the book again.

Influences and the weasel. Part 1: Miniatures games.

I always enjoy reading about the influences different game designers bring to the table, so I thought I would discuss some of mine as well especially since I fit into the "middle age" of tabletop gamers: I didn't have the primordial inspirations of Grant's gaming books, airfix figures and reading Conan books but I still started gaming pre-internet. 

Miniatures gaming

My first exposure to miniatures gaming as such was the Hero Quest and Space Crusade board games from MB. Hero Quest probably requires little introduction. Space Crusade was essentially the same concept but for Warhammer 40.000 (it even had a pretty good video game adaptation) and was released primarily in Europe it appears. 

When it came to "proper" miniatures gaming, the first real rules I ever played (other than little games I had devised myself, usually based on computer games I played) was the 4th edition of Warhammer but it was the 2nd edition of Warhammer 40.000 that really blew my mind. Pawing through the books as a teenager was pure and utter magic: It felt like a whole new world opening up. It's fair to say that we pretty much lived in that game world for several years. We would go on to binge-play many of the classic GW titles (Necromunda, Blood Bowl, Inquisitor and Epic 40.000). 

We would eventually expand into Warzone (2nd edition at the time) and from there the ball started rolling and the group sort of separated into two "factions": One that would only play the games they already knew and one that would play anything we could get our hands on. The internet was a big factor here when it arrived as we (usually I) could simply download games people had written from the internet. We played a ton of online free games: NetEpic, Slammer, Tactical Strike (which I think completely vanished) and I really going doing my own rules during that time. We also dabbled in Void and Vor during this time though neither succeeded in really becoming the next big thing.

If I was to pick out the sci-fi games that really influenced how I think about gaming, I think it'd look a lot like: 

Warhammer 40.000 2nd edition.

Warzone 2nd edition.

Necromunda (original).

Inquisitor.

Stargrunt 2nd edition.

5150 (original one book version)

As you can tell these are all skirmish oriented games and I think they all had a certain outlook on things, leaning towards the grittier end of things by and large. 

My introduction to historicals was a free game published by the Wartimes journal called 1916. I had gotten an early fascination for the first world war through reading All quiet on the Western front as an impressionable youth, along with the old Blue Byte computer game Historyline 1914-1918 and being able to actually play a WW1 game on the table was a big deal for me. 

The most played historical games for me must have been Crossfire and Nuts.

You will notice a general absence of fantasy games on that list. We generally played very little fantasy gaming at the time and it was generally reserved for RPG campaigns (though even there we had a preference towards contemporary or scifi settings). We did dabble in Mordheim for a while but few in my foundational groups collected any fantasy miniatures beyond the mandatory Blood Bowl team.


Next time, I will talk about my RPG inspirations. In the meanwhile, why don't you leave a post discussing your own early mini's games and what inspired you?

New Patreon policy and updates

Patreon

First if I may direct your attention to Patreon for a second, https://www.patreon.com/nordicweasel

Starting in October, I am going to make older content available in general (likely through Discord and Facebook). I am not sure about the extent of the lag and some items won't be picked (generally if they have later been updated and are out of date). 

Down the road, Id like something like a 3 month lag between Patreon and general availability, but that may not be possible due to how much stuff there is. For now, I am going to go back to the beginning of the Five Parsecs Modiphius release and work forward a bit each month.

Musket to something

Secondly, I am still working on the "Rules formerly known as Musket to Rifle but now known as actually I am not sure yet". I suppose that doesn't abbreviate well. This is something that will benefit from continual updates to add more national information, scenarios, info on specific conflicts and so forth. 

I wanted to clarify that the game will not purely rely on points values. There will be campaign options (though more of a wargames campaign than a full adventure game) and a host of scenarios to play through as well. Of course people will also be free to just do whatever. 

That being said I did want to include the option: While I suspect few people will start their historical gaming here, it's important to me that the game becomes as friendly to beginners as possible. That means some small essays explaining various things, pointers to informational sources and catering to both points and scenarios. And of course a lot of people like points as a starting point to get a scenario together before adjusting based on the specific circumstances. 

Other factors

No news on expansions for Leagues and Parsecs yet. As far as I know they are still in layout. I did see the art for the new character species for Leagues: Bug people. It looks proper menacing too. 


Updates on Musket to Rifle and more

"Musket to rifle" was always intended to be a working title. After much brainstorming two alternative titles have emerged: "Hearts & Bayonets" and "Height of Reason".

The first referring to the era of revolutions and high passions, the second to the popular view that people were living at the height of scientific and philosophical achievement. Let me know if you like one or the other better.

Progress on the rules is steady. After some consideration I have shifted them to a D10 instead of a D6. I usually resist using any other die unless I feel there's something specific to be gained but in this case, I felt the range was becoming a bit too tight for a D6. Additionally, this does make it easy to tell percentage odds at a glance which I like. 

The book will have a full set of unit building with points values so you can do pick up games, but it is of course also suitable to scenario driven play. I am still kicking around how it will be released, whether it will be a subset of the game first to let people test it or whether to delay and do the entire book at once. I also need to figure out how to do ongoing support since there is so much I'd like to do for specific conflicts, additional scenarios and whatnot. Big questions. 

The standard game size will be doable with a box or two of 1/72 scale figures but you can of course use any figures you like. The rules scale down pretty well so if you have a couple units of 5-6 figures you can play out a little raid but the sweet spot is probably around 40-50 each. 

It does feel nice to get back into the historical gaming scene again as a break from all the space guns :)

Musket to Rifle playtest

Since I mentioned it, I thought I would share a couple of photos from this weekends playtest. This isn't a full battle report or anything, just a couple of photos to show off the test.

Absolutely nothing special. I did not have any Napoleonic figures painted so the lads are straight out of the box in a dashing bright red for the Austrians and maroon for the French light infantry. The kid took command of the French which led us to look up a few French words to proclaim as we played.

The encounter was a straight up meeting engagement between the two sides, 40 men and 2 officers on each side. 

Figures are Hat industry 1/72 plastics, terrain is "mousemat" terrain from Gamemat.eu

Initial deployment. Yes, I need a gaming suitable tablecloth. An Austrian grenadier seems to have had a bit too much to drink.


At the start of turn 3 I believe. The Austrians pushed forward hard on the flank, plunging into the swam while the French were slowly advancing, firing as they went.

After turn 4, the Austrians were broken (we had agreed that the game would end when 3 units on one side were at half effective strength or panicked. We resolved the lull just to see, which did allow the Austrians to reform somewhat so they could have continued the battle.

Each game turn a D6 is rolled and tallied up. Once it hits 20, at the end of that game turn a lull in the fighting happens. This allows both sides to rally panicked units, roll to restore a couple of casualties (dusting off the lazy sods) and potentially run low on ammunition.