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HEAD SWAP's avatar

Very cool! Basically every time I pick up a rule book I wonder why the designers didn’t take the time to study principles of technical writing, information design or something like what you’re talking about. These methods have been explored, and games seem so behind on implementing them

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Exeunt Press's avatar

It’s a lot of work and not everyone is aware of instructional design. Hopefully this exposes designers to something new!

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Deb F's avatar

Preach! I just got a game from kickstarter the other day and it's a nice, well-designed game. But oif, I really want to redo their rule book because it needs work. It looks nice and it reads well but if you are trying to both read it and learn the game at the same time, it's confusing.

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Harun Musho'd's avatar

Great article. Two comments from me about TTRPGs:

1. I would tend to default to two rulebooks: one for players, one for GMs. The players' rules would cover how to play, character creation, player-facing game mechanics (e.g. skills, travel, combat, magic). The GM rules would cover how to run a game, prep, player hidden rules (e.g, encounters, world building, bestiary/monsters) and at least one introductory scenario.

2. ADDIE would also work as a principle when developing adventures, not just rules.

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Exeunt Press's avatar

Thank you! I'd agree some game types are well suited for multiple rulebooks vs. one monolithic one. Wargames and TTRPGs come to mind.

Love the idea of using ADDIE for adventures. Makes sense, because it's really a broad development idea of defining goals, making stuff, and testing it.

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Deb F's avatar

This is an interesting take. As an instructional designer, I am very familiar with ADDIE but hadn't thought to apply it to rule book. I think a discussion on Backwards Design is also needed, since the rule book should start out with the objective or winning conditions first and then explain the game.

Also IDs are not graphic designers, even though we might have some graphic design skills. In an ideal setting, I'd first work with the rule book text to "chunk" the information and make sure it has a logical flow. Then I'd hand it over to a graphic designer/layout specialist and collaborate on making the actual book.

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