Playtest Document

Guidelines for providing useful playtest feedback - what to track, what to note, and how to report your experiences.

Before You Begin

Thank you for playtesting. Genuinely. You're holding something unfinished—a game that works in my head but hasn't been stress-tested by people who aren't me. That's where you come in.

This document is a working draft. Some sections are polished. Some are held together with hope and placeholder text. The math has been checked, but math and play are different animals. I need to know what happens when real people sit down with these rules and try to tell stories with them.

What You're Testing

unGOD Magica is a tabletop RPG about hidden practitioners of magic competing for a single Wish on Walpurgisnacht. The campaign structure is a three-month pilgrimage to a host city, followed by one night where the rules change and only one person gets what they want.

The core loop: build dice pools from Metres, Limits, Assets, and Spells. Roll against a Danger Class. Navigate consequences. Protect the Veil. Pursue your Wish.

The tone: urban fantasy with teeth. Mundane lives that matter. Magic that costs. Bloodlines with expectations. The question isn't whether you can win—it's what you're willing to lose.

What I Need From You

Not all feedback is equally useful at this stage. Here's what helps most:

Clarity

Did you understand the rules? Where did you get confused? Where did you have to re-read something three times? Where did the table argue about what a rule meant?

"We couldn't figure out how Break Rolls interact with spells" is gold. "This was confusing" is less useful without specifics.

Feel

Did the dice produce interesting results? Did Success with Consequences create drama or just annoyance? Did the Veil feel like meaningful pressure or bookkeeping? Did character creation produce characters you wanted to play?

"Rolling felt flat" or "I never wanted to risk my Assets" tells me something's wrong with the incentive structure.

Friction

Where did play slow down? What required too much calculation? What got forgotten constantly? What did you house-rule on the fly because the written rule didn't work?

House rules are data. They tell me where the design failed to anticipate real play.

Gaps

What did you need that wasn't in the document? What situation came up that the rules didn't cover? What question did someone ask that nobody could answer?

"We didn't know how to handle X" means I need to write a section on X.

What I Don't Need Yet

Line editing. Typos and grammar can wait. I'll do a full pass before publication.

"Have you considered a different dice system?" The core dice mechanic is set. I'm testing this system, not shopping for a new one.

Lore expansion requests. "You should add a bloodline for X" is fun but premature. Let's make sure the existing eighteen work first.

Comparison to other games. I'm aware this has DNA from various places. I don't need to know what it reminds you of—I need to know if it works.

How to Report

After your session (or campaign, if you're ambitious), send me:

  • Session length and player count
  • Characters created (Bloodline, Class, rough concept)
  • What happened (brief summary—a paragraph is fine)
  • What worked
  • What didn't
  • Specific questions or confusions

You can structure this however you want. Bullet points, narrative, voice memo transcript—I'll take it. The more specific, the better.

Known Issues

Things I Already Know Need Work
  • The Spell Grimoire needs better organization—finding spells mid-session is slower than it should be
  • Some Class abilities may be over- or under-tuned; I'm watching Striver and Transgressor especially
  • The Walpurgisnacht rules are the least tested section—if you get there, your feedback is invaluable
  • The Asset Break Roll might be too punishing or not punishing enough; I genuinely don't know yet

Finally

Play the game wrong. Break it. Find the edge cases. Tell me when you had fun and when you didn't. Be honest—polite dishonesty wastes both our times.

This is the part where the game stops being mine and starts being ours. I'm looking forward to seeing what you do with it.

— Elliott