As I begin the playtesting process for the new game, I thought I might write some notes based on what I learned while playtesting The Tale of Ord. It was my first time doing playtesting a tabletop game, so if you’re new to it too, hopefully some of this will be helpful. Finding and choosing playtesters Before you begin choosing playtesters, be sure to ask yourself who the game is for. Granted, this is a question better asked way earlier in the design process, but it’s always
Are ciphers even puzzles? Well, not necessarily. Okay, okay, hear me out. If you get a piece of enciphered text along with a key to decipher it, is translating that text a puzzle, or just busywork? On the other hand, if you get a piece of text and need to either skillfully decrypt it or go through some other process in order to piece together the key, that’s a different story. If you’re implementing the former, ask yourself why the text needs to be encrypted in the first plac
First of all, if you’re wondering whether or not you should even provide a hint system, for the love of puzzles, yes! Do your players a favor and set it up. No one knows your game better than you do, and getting stuck and frustrated is no one’s idea of fun - especially when they’ve paid money to play your game. Now, what makes a good hint system in a mystery tabletop game? I’ll start by saying that hint systems diegetic to the narrative are definitely preferable, but often ch
These questions, of course, have many answers, and I am not the first one to ask them. I write this both to continue discussion of the topic, as well as get my own thoughts on order. First of all, what is a puzzle? A puzzle, in essence, is a problem designed to be solved by some measure of ingenuity, providing the solver with a degree of amusement. Solving a problem is at the very core of a puzzle, and the reason why people are drawn to them, but what distinguishes a puzzle f