2020-2021: A playtesting retrospective
A couple of years ago I posted a playtesting retrospective spanning late 2017 through the end of 2019, and I thought it as interesting to see the breakdown of time spent on various games, especially while considering the state that I know those games to be in now.
Now it's a couple years later, most of which has been spent in a global pandemic. Let's see what I managed to get playtested in 2020 and 2021...
2020
January
Throughout January, after a break for a Disneyworld vacation, we iterated a few times on the All For One revamp, and I brought Apotheosis back out after 6 months on the shelf.
All For One seemed to be working well, and I remember being pretty excited about the new updates. Unfortunately I haven't played it since, though in the interim I did create a Tabletop Simulator mod for the game, and I've even pitched it to a couple of publishers that way.
Apotheosis progress was coming along, and we ended up playing it a few times a month throughout 2020.
February
In addition to Apotheosis, February saw the debut of an Isle of Trains board game. First we played Dan's first draft version. Then a few weeks later I brought my own take on his concept, which was a lighter, more straightforward game, and we played that a few times.
March
March was weird, because I had to cancel most weekends for my Anniversary, and then a COVID scare. The 1 time we did play, we tested Apotheosis one more time, and enjoyed a published game: Glen More. Beyond that, I did play Apotheosis one more time at home with my wife.
April
Sadly, I had to cancel my weekly playtest meetup indefinitely due to COVID. I didn't test anything at all in April, but I did figure out how to implement prototypes on Tabletop Simulator, starting with Apotheosis.
May
Thanks to the technology of TTS and the internet, I was able to get a test in now and again online. In May we played Apotheosis a couple of times.
We also played the Isle of Trains boardgame once, and I think I've come around to thinking that maybe Dan was on the right track wanting to make a heavier game.
I was still getting the hang of making digital prototypes, and getting online playtests together. Unfortunately I didn't get any tests in June at all.
In July I pulled couple of older prototypes out of the woodwork. I played Reading Railroad at home with my wife, I played Exhibit online with my testers, and I got together with a designer who had come on board to work on Kilauea with me to check out his ideas for the game.
I revisited a couple more older games in November via digital prototypes with Rick and Aaron: Exhibit and Dice Works. I also played one of Rick's prototypes called Cwen.
2021
January
I started out 2021 playing games by a couple of my testers' latest games: Andy's Gemstone Pylons, and Rick's Stardock (later renamed Starlight).
We played Keeping Up With The Joneses once, and Apotheosis twice (once with the publisher)
February
I only had 2 test sessions in February, and we switched gears and played Sails & Sorcery, trying to figure out how to fix the issues with the Plunder action.
March
I didn't test any of my own stuff in March, but I played Rick's Starlight game a couple of times, as well as a skiing game that Andy was working on as a developer.
April
In April I revived another prototype, Deities & Demigods, to reacquaint myself and my players with the game. We also played Exhibit again, then later in the month I had the opportunity to pitch it to a big publisher (unfortunately, they passed on it).
May
I started off the month with two more pitch meetings: Apotheosis and Keeping Up With The Joneses with one publisher; Riders of the Pony Express, Deities & Demigods, Sails & Sorcery, and Apotheosis with the other.
I played Rick's Starlight once more as well, then missed the rest of my sessions due to a vacation to Hawaii, lack of players, and technical difficulties.
Another tough month for playtesting... I had a first test of a new I-Cut-You-Choose game idea (later titled Division of Labor) with Rick, and a pitch meeting for Sails & Sorcery, then missed the rest of my sessions for one reason or another.
I got a 2nd test of Division of Labor and found some fundamental issues that would need to be addressed, and finished off the month with 3 tests of another revived prototype, Skye Frontier.
Another rough month for test sessions, I only got 1 playtest in: I got a gig developing expansion content for Amun-Re, a classic Eurogame from 20 years ago, and I tested some early content for that with Rick.
I started September with a solo test of Keeping Up With The Joneses, then spent the rest of the month working on the Amun-Re expansion - 3 live tests, and 6 solo.
Six more solo tests and 5 live tests of Amun-Re took up all my testing time in October.
One more Amun-Re test in November, then I switched gears to Deities & Demigods because (drum roll please)... it got signed by a publisher! The publisher requested some changes, and I spent November working on those.