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Deaths_Baine
Posted: Monday, November 18, 2013 4:48:08 PM
Rank: Advanced Bloo Milk Member
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Joined: 5/31/2010
Posts: 1,628
Well, it has been awhile, and I have been kicking a few ideas around my head for awhile, and wanted to share it. So here goes:

I believe that there is problem with the v-set design/playtest process that is just generally the communities fault and no ones in particular. I believe the main problem is playtesting, it is very lacking. I have playtested around 5 of the v-sets and I for one feel like there is a lot of pieces that lacked enough playtesting to be fully considered done. I remember in the last set a piece was tested 2 times and was already considered done, to me that is just sad, now I know that this I most likely going to happen because of the lack of playtesters, and is not truly the designers fault. I also feel like the reason that there are not enough playtesters is because there is no real incentive to be a playtester, contrary to the popular belief that if you playtest enough you will move to designing, that is not the case in reality. There just seems to be a general lack of buzz around the game right now and that is sad because mechanically this is one of the best games I have ever played. The maps are awesome, rules are great, and it is Starwars.

Now that some of my complaints are out there here are some suggestions I have for maybe sparking some interest in playtesting and general buzz about the game:

1. Make it a requirement for a designer to be a playtester in one of the 2 preceding sets before they design. I know that recently a designed was called back to design, but hasn't really contributed to the game recently.

2.Allow a playtester with significant results and playtests to design a piece in a coming set. Maybe the designers of the set that they tested can pick 1 or 2 people from the playtesters that can design one piece in the following set, that way there is an incentive to spend the time doing QUALITY playtests.

3. I would do a set maybe set 10 called, V'Set Allstars! this would almost be like an anniversary set to celebrate the life of the game after Wizards drops it. This set would consist entirely of COMMUNITTY designed pieces. Now before anyone says that it would be impossible what I am suggesting is that the community votes on a group of people that go through the submitted customs on bloomilk and put them out to be playtested like a regular set of v-sets and when they are balanced boom there is your set. This rewards the ENTIRE community for sticking with the game, and how awesome would it be to rock a piece YOU designed at a regional, or even gencon!

Hopefully this does not come across as an attack, just trying to come up with a way to generate buzz/interest in the amazing game we all love. Thoughts?
CorranHornsux123
Posted: Monday, November 18, 2013 4:58:55 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 6/4/2013
Posts: 1,093
Deaths_Baine wrote:
Well, it has been awhile, and I have been kicking a few ideas around my head for awhile, and wanted to share it. So here goes:

I believe that there is problem with the v-set design/playtest process that is just generally the communities fault and no ones in particular. I believe the main problem is playtesting, it is very lacking. I have playtested around 5 of the v-sets and I for one feel like there is a lot of pieces that lacked enough playtesting to be fully considered done. I remember in the last set a piece was tested 2 times and was already considered done, to me that is just sad, now I know that this I most likely going to happen because of the lack of playtesters, and is not truly the designers fault. I also feel like the reason that there are not enough playtesters is because there is no real incentive to be a playtester, contrary to the popular belief that if you playtest enough you will move to designing, that is not the case in reality. There just seems to be a general lack of buzz around the game right now and that is sad because mechanically this is one of the best games I have ever played. The maps are awesome, rules are great, and it is Starwars.

Now that some of my complaints are out there here are some suggestions I have for maybe sparking some interest in playtesting and general buzz about the game:

1. Make it a requirement for a designer to be a playtester in one of the 2 preceding sets before they design. I know that recently a designed was called back to design, but hasn't really contributed to the game recently.

2.Allow a playtester with significant results and playtests to design a piece in a coming set. Maybe the designers of the set that they tested can pick 1 or 2 people from the playtesters that can design one piece in the following set, that way there is an incentive to spend the time doing QUALITY playtests.

3. I would do a set maybe set 10 called, V'Set Allstars! this would almost be like an anniversary set to celebrate the life of the game after Wizards drops it. This set would consist entirely of COMMUNITTY designed pieces. Now before anyone says that it would be impossible what I am suggesting is that the community votes on a group of people that go through the submitted customs on bloomilk and put them out to be playtested like a regular set of v-sets and when they are balanced boom there is your set. This rewards the ENTIRE community for sticking with the game, and how awesome would it be to rock a piece YOU designed at a regional, or even gencon!

Hopefully this does not come across as an attack, just trying to come up with a way to generate buzz/interest in the amazing game we all love. Thoughts?


Honestly i agree on all 3 above recently me and Pegolego did a community mini-set and it really turned out great everyone had amazing customs and characters and it couldn't have gone any better
FlyingArrow
Posted: Monday, November 18, 2013 5:25:43 PM
Rank: Moderator
Groups: Member , Moderator

Joined: 5/26/2009
Posts: 8,428
Playtesting is hard... that is, it's hard to get it in. I've signed up for playtesting 3 or 4 times, but I have been a bad playtester. One time I signed up I didn't get around to playtesting anything. The other times I guess it did help... for example, that Ragnos Force Spirit initially had Renewal which would have been a big problem with Zannah... she became nigh unkillable. (Then again, I imagine the designers would have caught that without our playtest.) This time around I've been wanting to playtest, but haven't had a game with anyone but new players in close to a month. But - hey - new players. That's a wonderful problem to have.

I think the community designed pieces from about a year ago were a great idea and really helped to generate interest for a while at least. But then the playtesting was... not so much.

Taking pieces from the customs here on BlooMilk and making them into a real Vset would be a neat idea. Lots of them would require some tweaking, I'm sure, but I don't see why it couldn't happen. Other than the fact that the prep work is still a lot and it may be that people don't want to do that if they don't have a bigger say in the contents. Dunno. A lot of the tweaking would be dialing up the cost on pieces - in some cases dialing it up a lot, and that may bother the original designers. But I think anyone would get over that to see their ideas in a real set.
Sithborg
Posted: Monday, November 18, 2013 5:30:06 PM
Rank: Moderator
Groups: Member , Moderator, Rules Guy

Joined: 8/24/2008
Posts: 5,201
As for the playtests, I think with V8 and beyond that playtests won't be as big of an issue as V7. With less pieces, there is less of a time requirement for playtests. It is also easier on designers to keep track of the whole set, getting input on all the pieces by all the designers. And the flipside, this makes the idea of having more pieces designed by someone not on the design team very difficult to add. Trust me, setting up a set list that has almost no wiggle room for extraneous pieces is difficult.

Despite what you may think, playtesting IS the best way to design. Hell, quality playtests and suggestions are seriously talked about by the designers. You don't have to be a designer to influence design. Now, that said, it isn't the only way. Based on time and effort put into the Vsets, there is someone who deserves the "reward" to be a designer far more than any playtester. Heck, I don't playtest. But would anyone say I don't know the game or put as much or more time than any playtester?

As for community designed sets? I have some thoughts about it, but it is a bit early to talk about...
Mando
Posted: Monday, November 18, 2013 5:30:29 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 10/14/2008
Posts: 1,410
Location: Chokio, MN
Here we go again.......

First off, I think we do plenty of playtesting for sets. I have playtested since Renegades and Rogues. Do I expect to be a designer some day? Heck no! I'm not nearly as good as the designers are when it comes to competitive play and understanding the meta as a whole when it comes to tournaments. Maybe some day I will be, but I don't feel you need to expect to become a designer in order to be a playtester. I playtest because I love this game and feel that helping out the designers with my play reports leads to a good product. Designers really do value playtest reports from playtesters and make changes accordingly. I've voiced my concerns before on many occasions and my playtests proved my point and my suggestions were noted. Because of playtests, designs have been changed. Now as for the peices that receive very few playtests and are considered finished, its for a reason. They were designed correctly in the first place and playtests didn't reveal any glaring issues as far as being overpowered. Now when I have playtested in the past, I do not have access to all the stats, just a handful, but I do playtest against others that do, so I do get a good feel for what is out there and what needs playtesting a lot. There have been a few pieces designed in the past that were admittedly mistakes (aka Poggle) but if there are pieces that maybe you think were underdesigned, then maybe the designers don't want to make every single piece competetive top tier pieces. In fact, I know they don't. Sometimes you get the crap rares that WotC produced, and thats what we get sometimes. I really hope that this forum won't turn into another "OMG Mace Windu is broken!" because we've had that discussion before and people jump to conclusions about stuff before actually seeing the counters to what they consider "broken".
Mando
Posted: Monday, November 18, 2013 5:39:57 PM
Rank: Advanced Bloo Milk Member
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Joined: 10/14/2008
Posts: 1,410
Location: Chokio, MN
Sithborg wrote:


Despite what you may think, playtesting IS the best way to design. Hell, quality playtests and suggestions are seriously talked about by the designers. You don't have to be a designer to influence design. Now, that said, it isn't the only way. Based on time and effort put into the Vsets, there is someone who deserves the "reward" to be a designer far more than any playtester. Heck, I don't playtest. But would anyone say I don't know the game or put as much or more time than any playtester?



+1

I for one am glad we have a rules expert designing peices! It helps us avoid confusion and produces a better game, IMO. Designers are picked for very good reasons, because they see the game as a whole in different aspects than we do. We need people who win in big tournies cause they understand the competitive angle of this game better than most. We needs rules guys because they understand how to make good SA's, CE's and Force Powers without breaking the game and causeing confusion between other SA's and CE's and Forcepowers. Vetern playtesters are needed as designers because they now how to organize results and apply results from palytests into the design process. Most designers are good in all three areas. But there is a massive need for playtesters because Designers are people to with lives to live and families to take care of and can't play 10 games of mini's each day.
Prestige Worldwide
Posted: Monday, November 18, 2013 6:22:39 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 5/2/2013
Posts: 46
Not sure if this is an appropriate place to put this. But I'd give playtesting a shot, I have a serious group that meets about once a week to play. Would definitely get some play.
Deaths_Baine
Posted: Monday, November 18, 2013 6:54:35 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 5/31/2010
Posts: 1,628
Sithborg wrote:
As for the playtests, I think with V8 and beyond that playtests won't be as big of an issue as V7. With less pieces, there is less of a time requirement for playtests. It is also easier on designers to keep track of the whole set, getting input on all the pieces by all the designers. And the flipside, this makes the idea of having more pieces designed by someone not on the design team very difficult to add. Trust me, setting up a set list that has almost no wiggle room for extraneous pieces is difficult.

Despite what you may think, playtesting IS the best way to design. Hell, quality playtests and suggestions are seriously talked about by the designers. You don't have to be a designer to influence design. Now, that said, it isn't the only way. Based on time and effort put into the Vsets, there is someone who deserves the "reward" to be a designer far more than any playtester. Heck, I don't playtest. But would anyone say I don't know the game or put as much or more time than any playtester?

As for community designed sets? I have some thoughts about it, but it is a bit early to talk about...



Well, I for one agree a smaller set should make for easier play testing and perhaps, more play testing per piece, but I disagree with the whole play testing is the best way to design thing. I disagree mainly because a play tester has no in put on who is designed, and that is the problem. For instance if someone has a great idea for a tech piece but has a melee beat to play test is doesn't add up, and some of these people would like to see their ideas taste the light.
Deaths_Baine
Posted: Monday, November 18, 2013 6:57:34 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 5/31/2010
Posts: 1,628
Mando wrote:
Here we go again.......

First off, I think we do plenty of playtesting for sets. I have playtested since Renegades and Rogues. Do I expect to be a designer some day? Heck no! I'm not nearly as good as the designers are when it comes to competitive play and understanding the meta as a whole when it comes to tournaments. Maybe some day I will be, but I don't feel you need to expect to become a designer in order to be a playtester. I playtest because I love this game and feel that helping out the designers with my play reports leads to a good product. Designers really do value playtest reports from playtesters and make changes accordingly. I've voiced my concerns before on many occasions and my playtests proved my point and my suggestions were noted. Because of playtests, designs have been changed. Now as for the peices that receive very few playtests and are considered finished, its for a reason. They were designed correctly in the first place and playtests didn't reveal any glaring issues as far as being overpowered. Now when I have playtested in the past, I do not have access to all the stats, just a handful, but I do playtest against others that do, so I do get a good feel for what is out there and what needs playtesting a lot. There have been a few pieces designed in the past that were admittedly mistakes (aka Poggle) but if there are pieces that maybe you think were underdesigned, then maybe the designers don't want to make every single piece competetive top tier pieces. In fact, I know they don't. Sometimes you get the crap rares that WotC produced, and thats what we get sometimes. I really hope that this forum won't turn into another "OMG Mace Windu is broken!" because we've had that discussion before and people jump to conclusions about stuff before actually seeing the counters to what they consider "broken".



hopefuly not here we go again. not the point of this thread. And I do know for a fact that there has been a problem with play testing. i am just throwing out ideas to get buzz going and keep the game alive a little longer.
Sithborg
Posted: Monday, November 18, 2013 7:18:08 PM
Rank: Moderator
Groups: Member , Moderator, Rules Guy

Joined: 8/24/2008
Posts: 5,201
Deaths_Baine wrote:

Well, I for one agree a smaller set should make for easier play testing and perhaps, more play testing per piece, but I disagree with the whole play testing is the best way to design thing. I disagree mainly because a play tester has no in put on who is designed, and that is the problem. For instance if someone has a great idea for a tech piece but has a melee beat to play test is doesn't add up, and some of these people would like to see their ideas taste the light.


You do understand that we do look at the "what do you want to see" threads, right? Quite a few figs I tried to get into V8 were fan wants, not necessarily characters I myself was interested in.
FlyingArrow
Posted: Monday, November 18, 2013 7:37:55 PM
Rank: Moderator
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Joined: 5/26/2009
Posts: 8,428
Sithborg wrote:
Deaths_Baine wrote:

Well, I for one agree a smaller set should make for easier play testing and perhaps, more play testing per piece, but I disagree with the whole play testing is the best way to design thing. I disagree mainly because a play tester has no in put on who is designed, and that is the problem. For instance if someone has a great idea for a tech piece but has a melee beat to play test is doesn't add up, and some of these people would like to see their ideas taste the light.


You do understand that we do look at the "what do you want to see" threads, right? Quite a few figs I tried to get into V8 were fan wants, not necessarily characters I myself was interested in.


+1 to this.

I remember on the first couple of suggestions threads someone tallied how many requests there were for each character. I think all the top requests from then have been done by now. Does someone still do the tallies? I haven't seen them posted recently if so. A few people seem to post the entire library of characters from one source or another... 50+ suggestions. Not sure how well that works, and it would certainly make tallying a tougher job.
Deaths_Baine
Posted: Monday, November 18, 2013 7:40:39 PM
Rank: Advanced Bloo Milk Member
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Joined: 5/31/2010
Posts: 1,628
Sithborg wrote:
Deaths_Baine wrote:

Well, I for one agree a smaller set should make for easier play testing and perhaps, more play testing per piece, but I disagree with the whole play testing is the best way to design thing. I disagree mainly because a play tester has no in put on who is designed, and that is the problem. For instance if someone has a great idea for a tech piece but has a melee beat to play test is doesn't add up, and some of these people would like to see their ideas taste the light.


You do understand that we do look at the "what do you want to see" threads, right? Quite a few figs I tried to get into V8 were fan wants, not necessarily characters I myself was interested in.



yes I do understand that. I have seen exactly what you guys have posted in the design threads, but part of this is geared towards the fact that you guys are losing play testers, not gaining them, and the reason I think at least a few play testers walked away is because there was just no incentive for them to play test. They got nothing in return other then to see the stats before they are released. There is a huge difference in being the one who decides what type of vader, luke, han, etc we get and the guy that gets to say whether or not said character is costed correctly.

Basically I am saying that if the game does not branch out and reach out to the community on a larger scale the game dies... simple enough, and I proposed 3 things I thought might help turn around the interest in the game. If you think I am wrong that is fine, but hopefully something I said, or something someone says in this thread sparks some interest and the game continues getting stronger instead of weaker, which is what seems to be the case.
thereisnotry
Posted: Monday, November 18, 2013 8:57:16 PM
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Joined: 4/29/2008
Posts: 1,784
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Deaths_Baine wrote:
yes I do understand that. I have seen exactly what you guys have posted in the design threads, but part of this is geared towards the fact that you guys are losing play testers, not gaining them, and the reason I think at least a few play testers walked away is because there was just no incentive for them to play test.....

Woah, stop right there! I have always considered THE LOVE OF THE GAME to be all the incentive I need to playtest, or to update the Vassal module, or to organize tournaments, or to play SWM for 4 days non-stop at Gencon....

If people want to walk away from the game, then I'm always sad to see them go. But it is not my job, nor the job of anyone else, to create incentive for them to stay. They're not customers...they're players. Players play games that they love, and when they no longer love a game, they stop playing it. No problem. I wish them well, and I'll always be glad to see them again in the future if they want to come back. I recently walked away from playing SWTOR, and it wasn't because there weren't enough incentives for me in it anymore...rather, I just found that I no longer loved the game as I once did. But IMHO, if people are playing a game (or playtesting or hosting a website or whatever) with the hope that they will "get" something from it, then they're mixed up. They've turned a game/hobby/recreation into something else...either a tool to help them realize their ambitions, or else an unhealthy way of life that will only twist the game into something that it was never intended to be. As much as we like to joke about it, SWM is not a way of life...it's a game--IMO it's the best game ever made, but still just a game. Play it because you want to, not because you have to.

Now back to the presenting problem of this whole discussion: we have a decreasing playtester base simply because we have a decreasing player base. It goes much deeper than playtester rewards. What was it, 24 people in the Gencon CHAMPIONSHIP this year? There is less testing going on because there are fewer people to test with. I've done a lot of playtesting over the years (always on Vassal), but recently it's been extremely hard to even get a playtest in, and that's simply because there are so few people on Vassal. And from what I'm hearing, that is the case for local playgroups all over the place. Sadly, people are leaving the game. Offering incentives will not get them to stay.

That being said, I do like the 2nd idea in the original post (prolific playtesters get to design a piece), though as Sithborg has mentioned, it is very difficult to fit extraneous pieces into a setlist. There is already discussion of a community-designed Epic Minis set, so maybe we should see how that goes before jumping in with the 3rd idea (a Community All-Stars Set).
Sithborg
Posted: Monday, November 18, 2013 9:50:01 PM
Rank: Moderator
Groups: Member , Moderator, Rules Guy

Joined: 8/24/2008
Posts: 5,201
Pretty much everything that thereisnotry said. I did rules stuff on 3 Vsets and was in the middle of the fourth before asking to be a designer. And let me tell you, being a designer wasn't a carrot I was chasing. I may have did some customs as "auditions", but it wasn't a carrot hanging in front of me. And I would challenge some of the playtesters to deal with some of the issues I've seen.

There are designers with amazingly creative design ideas. But some of them fail to grasp some of the rules issues. I swear, we missed some big bullets.
Deaths_Baine
Posted: Monday, November 18, 2013 11:01:38 PM
Rank: Advanced Bloo Milk Member
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Joined: 5/31/2010
Posts: 1,628
thereisnotry wrote:
Deaths_Baine wrote:
yes I do understand that. I have seen exactly what you guys have posted in the design threads, but part of this is geared towards the fact that you guys are losing play testers, not gaining them, and the reason I think at least a few play testers walked away is because there was just no incentive for them to play test.....

Woah, stop right there! I have always considered THE LOVE OF THE GAME to be all the incentive I need to playtest, or to update the Vassal module, or to organize tournaments, or to play SWM for 4 days non-stop at Gencon....

If people want to walk away from the game, then I'm always sad to see them go. But it is not my job, nor the job of anyone else, to create incentive for them to stay. They're not customers...they're players. Players play games that they love, and when they no longer love a game, they stop playing it. No problem. I wish them well, and I'll always be glad to see them again in the future if they want to come back. I recently walked away from playing SWTOR, and it wasn't because there weren't enough incentives for me in it anymore...rather, I just found that I no longer loved the game as I once did. But IMHO, if people are playing a game (or playtesting or hosting a website or whatever) with the hope that they will "get" something from it, then they're mixed up. They've turned a game/hobby/recreation into something else...either a tool to help them realize their ambitions, or else an unhealthy way of life that will only twist the game into something that it was never intended to be. As much as we like to joke about it, SWM is not a way of life...it's a game--IMO it's the best game ever made, but still just a game. Play it because you want to, not because you have to.

Now back to the presenting problem of this whole discussion: we have a decreasing playtester base simply because we have a decreasing player base. It goes much deeper than playtester rewards. What was it, 24 people in the Gencon CHAMPIONSHIP this year? There is less testing going on because there are fewer people to test with. I've done a lot of playtesting over the years (always on Vassal), but recently it's been extremely hard to even get a playtest in, and that's simply because there are so few people on Vassal. And from what I'm hearing, that is the case for local playgroups all over the place. Sadly, people are leaving the game. Offering incentives will not get them to stay.

That being said, I do like the 2nd idea in the original post (prolific playtesters get to design a piece), though as Sithborg has mentioned, it is very difficult to fit extraneous pieces into a setlist. There is already discussion of a community-designed Epic Minis set, so maybe we should see how that goes before jumping in with the 3rd idea (a Community All-Stars Set).



I am glad the love of the game keeps you going, but sadly that is not the case for everyone. I am being realistic with my opinions here. People are walking sure, but maybe some of these people will stick around if they have a DIRECT impact on the game they love so much. Why is it that some of you that do design fight so hard against allowing some other people in the loop, or allowing the community to have more say in what happens?

maybe the epic mini set is just the test the community needs to see if we are ready for more responsibilities.

And I am glad you like one of my ideas, that's what this is all about anyways ideas.
fingersandteeth
Posted: Monday, November 18, 2013 11:37:55 PM
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Joined: 4/2/2008
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The design format is kind of a headless monster and there are a lot of capable designers around.

I kind of agree that some kind of rule of accession but judging who should get what spots is an arbitrary measure. How do you quantify the time invested?

I have no answers.

I do know that the quickest way into design is playtesting, as it immediately gives you a voice but its not really a guarantee because there are so many other roles working on proofing, rules, card design and people management.

I think if the sets continue to introduce one new guy a time, that's about as much as you can ask for as far as variety of designers and consistency of game play.

you need the consistency of format and style, but it should be a long term community project because it takes a large group effort.
swinefeld
Posted: Tuesday, November 19, 2013 8:21:34 AM
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Joined: 1/30/2009
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thereisnotry wrote:
I have always considered THE LOVE OF THE GAME to be all the incentive I need to playtest, or to update the Vassal module, or to organize tournaments, or to play SWM for 4 days non-stop at Gencon....


+1
markedman247
Posted: Tuesday, November 19, 2013 9:37:08 AM
Rank: Advanced Bloo Milk Member
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Joined: 5/14/2008
Posts: 2,063
I've taken sabbatical from the game for 2 years. The last tournament I was in was a DotF tourney where I witnessed the awesome power of B*****stilla Shan. Since then, I have moved to Miami. No one plays the CMG. I have tried, sparingly, to return to vassal but due to my work/class/writing schedule, I usually leave when players arrive.

I miss the game but I don't miss what I became when I played. You know the guy that's fun to be around but, once the die are rolled, he gets angry after one defeat. Yep, that's me.

I want to play test. I want to keep the game alive. But, I prefer the f2f way vs Vassal. My dice. My fate.
Lord_Ball
Posted: Tuesday, November 19, 2013 9:46:36 AM
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Joined: 4/19/2010
Posts: 1,029
I think a community project piece per set like the Trandoshan Hunt Master and Sarlacc would be a great way to get the community more involved, and even a decent spring board for future designers that don't have the time or perhaps ability to properly play test. Afterall a good playtester does not necessarily make a good designer and a good designer does not necessarily make a good playtester.

Plus it offers insight into the design process which is always a good thing.

Edit: that said continuing the Community pieces would likely require 1 person to become the project lead to help keep the project organized and on schedule (initially the project lead would likely be a good candidate for a future designer, unless they've already been a designer then one of the most active participants would).
CorranHornsux123
Posted: Tuesday, November 19, 2013 10:23:15 AM
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Joined: 6/4/2013
Posts: 1,093
markedman247 wrote:
My dice. My fate.


Thts how i feel Vassal's dice usually rips me off i got 3 1's in a row before and when i use my dice i never roll under 11
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