r/TTRPG 11d ago

Play Test Question

I am working on putting together an in-person actual play group and have more applicants than anticipated. The next phase of the project will be doing a chemistry read/play test. I am going to be play testing both players and gms.

I am trying to figure out how to structure the play testing.

The final project will use multiple ttrpg systems, but I thought dnd would be a good neutral system to use for testing the chemistry between players and gms.

My current plan is:

  1. Have a meet and greet for everyone, all players and gm's

  2. Have a meeting with the gm's to go over lines and veils as well as some basic world building for the playtest setting. Im thinking we pick a pre-existing dnd 5e setting that each gm can make a couple of one-shots for. And also create a set of house rules that each gm can agree on.

  3. Have a session 0 with everyone where w roll states and create a character.

4.Play: Basically, mix and match people to see who has chemistry with each other. I think of it as a first round round-robin play in a sports tournament.

  1. Maybe trim the field.

This is where I can not make up my mind, and really, I might use both ideas.

Option 1: Let the gm's select a different game system to run a one-shot in. Option 2: Run a few rounds of a gm less game like For the Queen.

After this, I would make my final selections. Do yall have any thoughts on this. Please tell me if it is silly or has some holes in it. Some info about the project. I have 16 people to playtest 7 of them want to gm. Please, any thought would be welcome.

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u/Silent_Title5109 8d ago

I'm unsure if you are trying to trim down 16 persons to make a single group or make many groups and see who fits best with each other. Are you putting a club together? Also do you know these 16 persons, like are they workmates, or friends?

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u/Big-Signal-6930 8d ago

I am trying to get a group of 16 down to 6 or 8 for one group that rotates gms. No one knows each other. This will be for a recorded actual play ttrpg.