Playtesting Prep
I'll be heading to Minneapolis shortly for a weekend of playtesting Smile Police.
Over the past couple of days, I've been printing and assembling lots of stuff: character sheets, a gm screen, handout cards, dice/pencils, etc. in the Yazzle brand colors. I also created some stickers to hand out as a thank you to playtesters.
Rules-wise, I've got the intro read-aloud section down to about 5 minutes, which is way under most modern board games, so I feel really good about that.
Playtesting and user research is something I'm always excited about -- you can never really know how a design will work until you see real people interacting with it. Sure, it can sting a little when parts of it don't work like you had hoped, but I try to approach it with enough distance that I can find a solution pretty quickly. It's much easier to do that after you see the problems with your own eyes and have a bit of humility.
Some of the questions I'm looking for during the playtests:
- Do the players feel overwhelmed with options?
- How quickly do they get into the spirit of the game?
- Does the competitive aspect of the game motivate them to be more entertaining and creative, or is it just stressful?
- What bonus cards or other character features do they use?
- How does the combat math work out in an actual session?
Have a Yazzle Dazzle Day!


Smile Police 2084
A dark comedy RPG in a techno-utopia.
| Status | In development |
| Category | Physical game |
| Author | frostyfreeze |
| Tags | Comedy, Tabletop role-playing game |
More posts
- More Playtesting & Changes13 days ago
- Early Playtest Results71 days ago
- Teaching With ExamplesMay 01, 2026
- Illustrations & EmojisApr 20, 2026
- Bonus CardsApr 17, 2026
- Dice MechanicsApr 09, 2026
- Character Sheet DesignApr 06, 2026
- The "How To Play" ScriptApr 02, 2026
- Introducing Smile Police 2084Mar 31, 2026
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