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How do I create a paper prototype that is easy to change during design?

Quick answer

List the decisions players will make in the next test, then make only the paper components needed to present those choices and record their consequences. Choose a changeable format for each: loose cards for changing text, a pencil-marked track for changing values, and movable tokens for changing positions. Put required information on each piece, use placeholders for unfinished details, and revise the prototype after noting where players hesitate or misunderstand.

LET’S WORK THROUGH IT

The question, the details, the next step.

Question

I have an early game idea and want to test it on paper. How do I decide what components to make without spending time drawing the whole game?

Geez

Start with the decision you want players to make, not with a list of attractive objects to draw. Write one test question, such as: “Will players choose between saving a resource now and spending it for a stronger move?” Then list only what players need to see, choose, and track to answer that question.

For a hypothetical small adventure game, that might mean three action cards, a resource track, a player marker, and a short turn reminder. It probably does not require illustrated cards, a finished map, or detailed backstory unless those things affect the decision you are testing. Treat this as a temporary test version: blank boxes and short labels are fine.

Follow-up question

Once I know what I need, how should I choose the paper format so I can revise it quickly?

Geez

Match the format to the kind of change you expect. Use separate slips or index cards when you may rewrite, reorder, add, or remove options. Use a pencil-marked sheet for values or tracks that are likely to change. Use loose counters, coins, or paper squares for pieces whose position changes during play. A single sheet can work for a stable board, but keep uncertain sections in separate pieces so you do not have to remake the whole page.

For example, if you might change an action’s cost, put each action and its cost on its own card rather than drawing all actions into one large board. Keep materials ordinary and easy to replace; neatness matters less than whether players can tell pieces apart and handle them.

Follow-up question

What information should go on each piece? I want the test to be clear without filling everything in.

Geez

Give every component only the information needed to use it in the test. A card may need a name, the choice it offers, its cost, and what happens when it is selected. A track may need a label, starting value, and range. A movable token may need a distinct mark and a clear meaning. If a detail is undecided, use a visible placeholder such as “[cost]” or “[effect under review]” rather than inventing a final rule.

Here is a copyable component plan for the hypothetical resource-choice test:

  1. Action card — one per action; show action name, cost, and immediate result; write on separate cards so options can be replaced.
  2. Resource track — one per player; show resource name and current amount; use pencil marks so values can change.
  3. Player marker — one per player; show whose turn or position it represents; use distinct paper shapes.
  4. Turn reminder — one shared slip; show the order of steps players need during the test; revise it if players repeatedly ask what comes next.

Add a component only if players need it to make or understand the test decision.

Follow-up question

How do I use the first playtest to decide what to change, rather than just tidying the paper?

Geez

Before the test, write down the decision you are observing and the component details that could affect it. During play, note specific moments: a player searches for an option, asks what a label means, forgets a tracked value, or makes a choice you did not expect. Record what happened without immediately treating one reaction as proof that the whole design is wrong.

Afterward, sort notes into two groups: “presentation issue” (the information was hard to find or understand) and “game decision issue” (the options or consequences need reconsideration). Change one relevant component at a time when practical, and keep a dated note of what you changed. That makes it easier to compare the next test and to avoid polishing pieces that are not part of the question you are testing.

A practical checklist

  • Write one specific player decision the prototype should let you observe.

  • List only the components required to present that decision and its consequences.

  • Choose separate, pencil-editable, or movable formats based on likely changes.

  • Put the minimum usable information on each piece; mark unfinished details with placeholders.

  • During play, record concrete moments of confusion or unexpected choices.

  • After play, note the change made and which test question it is meant to address.

A few more useful answers

Should I make the paper prototype look polished?

Make it readable and easy to handle, but do not spend time on finished appearance unless appearance is part of the decision being tested. Clear labels and distinct pieces are usually enough for an early test.

How many components should I include?

Include the fewest that let players make the target choice and see its consequence. If a piece does not affect that test, leave it out for now or represent it with a simple placeholder.

What if several rules or values may change at once?

Keep those rules or values on separate editable pieces where possible, and record each revision. This makes it easier to tell which changes correspond to what you observed.

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