Editing How to Host a BANG

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==== 3. Testing ====
 
==== 3. Testing ====
  
Want to know what makes a good puzzle? Testing. Test each puzzle at each step of the way:  Conception, proof-of-concept, first draft, each iteration, and then the dry-run.  Dry-run is where the (hopefully) final copy is tested by a team in a practice run of the BANG.
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Want to know what makes a good puzzle?  Test each puzzle at each step of the way:  Conception, proof-of-concept, first draft, each iteration, and then the dry-run.  Dry-run is where the (hopefully) final copy is tested by a team in a practice run of the BANG.
  
 
==== 4. Find Puzzle Installations ====
 
==== 4. Find Puzzle Installations ====
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Get your team together and do some location scouting.  Figure out where to have puzzles handed out.  Safe places with access to bathrooms and/or food, protected from the elements with good places to sit is always preferable, but work with what you have.  Ask businesses if you can use their building (many are happy to help) or if they can hand out puzzles.  Since BANGs are on foot, walking time between puzzle sites probably should average 5-10 minutes.  Get your route nailed down and then walk it yourself from start to finish.
 
Get your team together and do some location scouting.  Figure out where to have puzzles handed out.  Safe places with access to bathrooms and/or food, protected from the elements with good places to sit is always preferable, but work with what you have.  Ask businesses if you can use their building (many are happy to help) or if they can hand out puzzles.  Since BANGs are on foot, walking time between puzzle sites probably should average 5-10 minutes.  Get your route nailed down and then walk it yourself from start to finish.
  
A helpful tip:  '''Find an ending location first'''.  Many restaurants have a back room that you can rent out, or will let you use for free if you promise a certain number of people will actually order food.  Community centers, lodges (Odd Fellows for example), churches, dance halls, etc., also may have a room to rent.  Ending in a park or just wishing teams well after they finish the final puzzle is always an option, but many players like to sit down and talk about their experiences with food and drink.
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A helpful tip:  '''Find an ending location first'''.  Many restaurants have a back room that you can rent out, or will let you use for free if you promise a certain number of people will actually order food.  Community centers, lodges (Odd Fellows for example), churches, dance halls, etc., also may have a room to rent.  Ending in a park is always an option, but many players like to sit down and talk about their experiences with food and drink.
  
 
==== 5. Plan activities ====
 
==== 5. Plan activities ====
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If you are using prepacked hints, some drafts should be written during puzzle design.  Now that the puzzles are in near-production mode, the hints should be finalized before the dry-run.  Adjust based on the results of the dry-run. All too often, pre-packaged hints are either minimally or never tested. This can frustrate players if the hints are unclear, confusing, or leave out steps.  Be sure to get feedback from previous playtesters or find new playtesters just to test the hints.
 
If you are using prepacked hints, some drafts should be written during puzzle design.  Now that the puzzles are in near-production mode, the hints should be finalized before the dry-run.  Adjust based on the results of the dry-run. All too often, pre-packaged hints are either minimally or never tested. This can frustrate players if the hints are unclear, confusing, or leave out steps.  Be sure to get feedback from previous playtesters or find new playtesters just to test the hints.
  
Custom hints - where a member of GC examines the work a team has done so far and gives them the best nudge to get them to the next step - are great, but can lead to tricky logistics. Teams need a way to talk to GC at each clue site. For the first few puzzles, before teams spread out, probably several teams will want hints at the same time. For these first few puzzles, you'll want to make easy for GC to hint quickly: easy to see what players have done so far, quick to explain the "Aha".  Having volunteers who are have solved the puzzle themselves or at least know the steps is required.
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Custom hints are great, but can lead to tricky logistics. Teams need a way to talk to GC at each clue site. For the first few puzzles, before teams spread out, probably several teams will want hints at the same time. For these first few puzzles, you'll want to make easy for GC to hint quickly: easy to see what players have done so far, quick to explain the "Aha".
  
 
==== 6.  Volunteers ====
 
==== 6.  Volunteers ====

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