On trying to be subjective

I was talking to Clare last night about how the playtesting went at the weekend. I mentioned that the 'Road Crew' could have gone better, and that it got a bit chaotic as the game went on.

Concerned, she asked me, how I felt about it, and if I was upset. I answered honestly, no. After all, the idea of a play-test is exactly that. I'm sure most designers would like a perfect play-though first time but it's not going to happen. It's the old adage that 'No Plan Survives Contact with the Enemy'. What seems like a working idea in your head may be an absolute mess when another three brains get added to the mix.

Regardless of how well it went, I've got into the habit of asking, is there a seed of a good idea there? There's no point flogging a dead horse if the principle idea is bad. But if players can gleam a nugget beneath the detritus of unnecessary rules and tokens, then it's worth working on.

Sure, thick skin may be needed. I know twenty years ago, I would have taken the criticism to heart, but the point is, if we're trying to make the best game possible, regardless if it's a little 20 minutes time filler, or a three hour epic, then any feedback is good feedback. Mostly.