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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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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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