I
Suppose You're Wondering Why I've Called
You All Here...
There
may be spoilers for Demon God's Fane
in this article. Reader beware.
They
gathered in the gaming room, taking
their places around the black table.
Miniatures were arrayed atop the vinyl
battlemat. Dwarven Forge dungeon pieces
were arranged, at the ready, to either
side of the large, homemade GM's screen.
My Monster Manual was already
open to one particular page -- the one
with "Demon" written near
the top.
This
was going to be good.
Playtesting
adventures isn't like playtesting rules.
The goal here isn't as much to look
for balance (although that's not ignored)
as to look for playability. What makes
something playable? Here's my short
list:
1.
Can the players follow the clues or
cues to keep things moving?
2.
Are descriptions and explanations adequate
to interest the players and inform the
GM?
3.
Does the adventure devote enough detail
to the things the players focused on
during play?
4.
Are the encounters structured in a way
that makes it easy for the players to
rest or retreat when they need to?
Now,
those aren't nearly all the criteria
for a good adventure -- just the things
that playtesting can help a designer
test.
In
the playtest for Demon God's Fane,
we had a nice mix of 14th-level characters.
Chris
Perkins played a human fighter,
Bruce
Cordell a halfling rogue, Jeff
Quick a human cleric, and Sean
Reynolds a diviner (based, apparently,
on some old girlfriend of his -- I don't
know, go
to his site). Normally, I'd be leery
of testing an adventure with a divination
specialist, because it's not really
a strong school, but for this adventure,
with all its information-gathering aspects,
I thought it would be a good test to
see how the mysteries hold up to magical
mystery-bashing.
The
players came to Golden Lake to find
a magic item that an old book told them
was in the area -- one that they needed
to help revive a cursed friend. When
they started dealing with the events
in the village (yes, I am being a little
coy with facts, here -- I figure plenty
of people might have missed or ignored
the spoiler alert above), they used
a mix of magic and interaction to deal
with people and circumstances. To start
with, they raised all the murdered
victims. Not what every group would
do, I imagine (that's a 2,500 gp bit
of charity), but interesting -- and
not a bad way to learn who the murderer
is.
They
used magic (detect thoughts)
to pry into the minds of a number of
the villagers to make sure that they
were getting the whole story. Since
some of the NPCs in town are strange
characters, this led to a few light-hearted
and humorous moments. When dealing with
some of the more difficult NPCs, the
(slightly off-kilter) wizard dominated
one of them (Gesse Anatham), just to
get her off their backs, which everyone
also found pretty funny.
Which
brings me to another good reason to
playtest an adventure: To see whether
it's fun. How do you test for fun? Well,
beyond the obvious, you can look for
these things:
1.
Is there a mix of encounters, so that
people who like combat, people who like
interacting with NPCs, people who like
solving problems/mysteries, and people
who like to make plans are all happy?
2.
Is the story gripping enough to hold
the players' attention?
3.
Do the players get to use their characters'
powers in fun and useful ways (thus
rewarding them for the character choices
that they made)?
The
first two of those points are pretty
obvious, but a lot of designers miss
the third one -- in fact, some actively
design counter to it, making all their
encounters in areas where the characters
can't use their cool abilities. The
whole first section of Demon God's
Fane, for example, is a murder mystery.
Now, many people know that mysteries
can be spoiled by a lot of D&D spells
-- but in this adventure, that's okay.
Make the cleric happy he prepared zone
of truth and commune, I say.
Reward the wizard for thinking to ready
detect thoughts (but don't be
afraid to prepare a few surprises for
them too -- if you've read the adventure,
you know what I mean).
Ultimately,
the characters came out all right. There
was a single death (for a moment it
seemed like two, but we managed to save
one character by double-checking the
range of the veritable volley of bodak
gaze attacks. (In fact, there's a note
in the module about that very fact for
that very reason -- Bruce Cordell's
rogue survived because of we checked
the range again). The playtest also
influenced other things in the adventure,
too. A lot of the beginning notes regarding
the Fane and its defenses reached their
level of clarification after the playtesters
assaulted the place. Exactly what victims
of the Umbral Taint do and do not know,
and what the murdered victims themselves
know (if addressed with a speak with
dead spell or if raised)
was added to the adventure as a result
of the playtest.
Really, what playtesting does for an
adventure is help the designer cover
all the bases -- it helps him remember
all the little things. And it's the
little things that can make the difference
between a good adventure and a great
one.