On Playing Games With Strangers

I’m at a gaming convention this weekend, and that means I have played a bunch of games with total strangers. Nor were all of them any form of D20 game, or even RPGs. I played, and observed the play, of a broad range of people of different ages and backgrounds.

It was exhausting, but also amazing.

I think it’s really important for game designers to play games with people they don’t know at all, outside of a formal playtest, at least from time to time. Especially in a “fellow player” capacity, where you aren’t the facilitator or teacher of the game. You can learn things it’s hard to pick up with this kind of empirical experience.

This weekend, I have been reminded that if you have a game that *ever* requires someone to add three numbers, and the sum is going to be a double digit or higher number, there’s a segment of competent, reasonable adults you are excluding. Those people will never, ever, enjoy any activity that has that basic level of math as a requirement. And the more often you require that in the game, the bigger that segment of people is.

That doesn’t mean no game should do that math. It’s okay for a game not to be for everyone.

But it’s important to remember that our individual experiences and preferences are far, far from universal.

As a game design, I am adding “Play Games With Strangers” as one of the critical activities I need to make sure I engage in from time to time.

I ALSO have a list that tells me to Boost My Patreon” fairly regularly, so…
Support My Patreon!

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About okcstephens

Owen K.C. Stephens Owen Kirker Clifford Stephens is the Starfinder Design Lead for Paizo Publishing, the Freeport and Pathfinder RPG developer for Green Ronin, a developer for Rite Publishing, and the publisher and lead genius of Rogue Genius Games. Owen has written game material for numerous other companies, including Wizards of the Coast, Kobold Press, White Wolf, Steve Jackson Games and Upper Deck. He also consults, freelances, and in the off season, sleeps.

Posted on May 13, 2018, in Business of Games, Con Season, Game Design, Musings and tagged , , . Bookmark the permalink. Leave a comment.

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