Playtesters (especially experienced gamers) love to tell you what they think other people will think, i.e. “I loved this but I think other people will hate it.” This is usually worthless feedback — you should only value what players say about their own direct experiences.
Prototyping Secret Hitler
Max Temkin
46129

I am sometimes guilty of this style of feedback, even after all this time. I’ve found it’s like the screw-cap on a bottle, too, though: good stuff might lie inside the bottle but the cap can go screw. I’ve been told by experienced playtesters that they foresee problems that they don’t personally have, which *can* be a sign that they’re picking at a problem they *do* have but haven’t fully realized yet. They heard something rattle or squeak. So I refocus on how that applies to the game itself, instead of the foibles of imagined players. I personally find myself giving this note, as a playtester, while I’m “coming down” out of a game’s headspace, moving from something participatory to something more analytical, for what it’s worth.