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At this point in time, Verge is not a finished role-playing game. It has all kinds of problems that I need to fix, but I need to figure out what they are first. That requires playtesting.

Kinds of Playtesting

There are three kinds of playtesting. All three aid my design process.

Designer Testing is where I run the game for people I know. The problem is that I am likely blind to problems in the rules text. Just because I understand it and can run it doesn't mean that someone else can understand what I meant in the text. I can do this online, too.

Independent Testing is where I explain things to other people (or run it for them) then they run it for their own groups. The advantage here is that other GMs may find problems that I would not. The disadvantage is that the other GMs still ask me questions and I may clarify things for them but not realize that the rules need to be clarified. If I pay attention though, I can see trends and update the rules accordingly.

Blind Testing is where people take the game and go run it without asking me any questions at all. They're on their own with the rules. The advantage is they see the game my target audience will. The disadvantage is that I have no ongoing insight into the kinds of problems these groups have with the rules, except when they send me feedback.

If you're interested in playtesting the game in any of these three ways, let me know. Email me at and I'll tell you what I need. Or just take the rules and go for it with a Blind Test but please let me know what worked and what didn't (see below). All playtesters will be credited to the best of my ability.


This is the kind of information I'd like to get back when you playtest Verge.

  1. Who are the playtesters? I need real names (first and last) to credit them properly in the rules. I'd like to know ages, too. Also, what are their gaming backgrounds? How long have they played? Do they GM much? What games have they played? Have they played any "indie" games before?
  2. Was the game fun? What made it fun or not fun? How did the rules themselves contribute to the fun of the game?
  3. How did you feel during the game? I'm less concerned with the story you produced and more concerned with the structure of the game and how the players felt about it.
  4. What did the group discuss about setting or premise or anything else before starting play?
  5. Did you follow all the rules? Which did you ignore intentionally or accidentally?
  6. Do you feel that the rules encouraged you to take on bigger risks over time?
  7. Do you feel that the rules helped you create a game that felt like cyberpunk or dark science fiction?
  8. Overall, what worked? What didn't? Any suggestions for improvements?

Please post playtest results for each game to a new thread on the Actual Play forum of The Forge. Alternatively, email your report to me at If you can, provide hyperlinks to scans of the network diagrams you drew during play.

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