Every designer has had an idea that sounded excellent in a meeting. The mechanic is clever. The fantasy is clear. Somebody has already started describing the trailer. Then a player gets hold of the prototype, walks past the important object, misunderstands the rule and spends four minutes trying to climb a wall that was never meant to be climbable. That’s useful information. It’s also much better to discover it in a rough prototype than six months into production...
