To the chap who asked about "Testing out new Stuff": Yes, I tried T5 CG. I don't need to try the task system (it's the T4.1.1 task system right down the line; I hated it then for the same reasons I hate it now), I'd be happy to try more.
Re Playtest modes:
having been in several playtests of significant products in the last 10 years:
Best: T20. Players and designer had continuing two-way dialogue with constant flow of information both ways. Intensive and time consuming.
Very Good: EABA. Drafts sent out about 1 per month, private feedback to the designer, some leakage to public due to use of mailing list not restricted to playtesters. (BTW, works GREAT for Traveller; use the MT difficulty target numbers straight!) Greg responded to all playtesters, but we didn't get to synergize off each other.
So So: Star Fleet Battles. Very impersonal, no contact between playtesters, very thorough. If enough playtest reports come in, it gets revised and replaytested or published. VERY SLOW, no feedback unless a revision needs playtest.
Very Bad: Babylon 5 Wars 1st ed. Playtest groups sent packets in rounds. Feedback sent by round. Only two rounds out-house playtest; major revision each round; Neither round matched up to released product. (Final product was excellent, though.)
Worst: Warhammer FRP 2d ed. Line oversight person posted on feedback board that the design team had no business being on the playtest boards. Some negative feedback posts deleted by moderators. Design team mailing out revisions every 4 weeks or so, and not fixing the big bugaboos (based upon post counts), and in some cases, ignoring mild but profligate criticism of approach taken. Oversight team hostile to mention of previous edition, whether for comparison or exemplar purposes, even if in favor of new system. Design team hostile to suggestions of radical change AND of reversion to old. Oversight team hostile to long-time players of 1st ed, and to RPG's. Oversight team appeared to believe a playtest was like a novel's pre-releases: Catch the typos and spelling errors, but leave the content alone.
Re Playtest modes:
having been in several playtests of significant products in the last 10 years:
Best: T20. Players and designer had continuing two-way dialogue with constant flow of information both ways. Intensive and time consuming.
Very Good: EABA. Drafts sent out about 1 per month, private feedback to the designer, some leakage to public due to use of mailing list not restricted to playtesters. (BTW, works GREAT for Traveller; use the MT difficulty target numbers straight!) Greg responded to all playtesters, but we didn't get to synergize off each other.
So So: Star Fleet Battles. Very impersonal, no contact between playtesters, very thorough. If enough playtest reports come in, it gets revised and replaytested or published. VERY SLOW, no feedback unless a revision needs playtest.
Very Bad: Babylon 5 Wars 1st ed. Playtest groups sent packets in rounds. Feedback sent by round. Only two rounds out-house playtest; major revision each round; Neither round matched up to released product. (Final product was excellent, though.)
Worst: Warhammer FRP 2d ed. Line oversight person posted on feedback board that the design team had no business being on the playtest boards. Some negative feedback posts deleted by moderators. Design team mailing out revisions every 4 weeks or so, and not fixing the big bugaboos (based upon post counts), and in some cases, ignoring mild but profligate criticism of approach taken. Oversight team hostile to mention of previous edition, whether for comparison or exemplar purposes, even if in favor of new system. Design team hostile to suggestions of radical change AND of reversion to old. Oversight team hostile to long-time players of 1st ed, and to RPG's. Oversight team appeared to believe a playtest was like a novel's pre-releases: Catch the typos and spelling errors, but leave the content alone.