*
*
Home
Help
Login
Register
Welcome, Guest. Please login or register.
March 05, 2014, 07:08:00 PM

Login with username, password and session length
Forum changes: Editing of posts has been turned off until further notice.
Search:     Advanced search
275647 Posts in 27717 Topics by 4283 Members Latest Member: - otto Most online today: 55 - most online ever: 429 (November 03, 2007, 04:35:43 AM)
Pages: [1]
Print
Author Topic: Book layout concept (rules at the back)  (Read 822 times)
slade
Member

Posts: 5


« on: September 04, 2008, 01:16:25 AM »

What do you think about the idea of putting all rules and stats at the back, in a sort of appendix? So I'd put my little bestiary somewhere near the middle, and describe every monster etc. But their stats would all be collected in the back. This would be easier for a GM who can just go straight to this appendix, and look up the stats for all monsters at once, instead of flipping through each monster page somewhere in the middle of the book. Also, weapon stats and such could fit back here as well. Is this crazy talk?


Logged
Eero Tuovinen
Acts of Evil Playtesters
Member

Posts: 2591


WWW
« Reply #1 on: September 04, 2008, 03:17:43 AM »

Depends on what your game is doing in general. If it's a traditional adventure game of moderate complexity, then I'd like to have the rules not "at the front" or "at the back", but in their own book altogether, set out to maximize ease of reference during play. (Assuming that you're implying a lot of fluff that would take the "front" position, here.) The setting book is used in a very different manner than a rulebook, after all.

Apart from that, it's a good idea in general to put things in the order you assume they would need to be learned. So if your game has a cool setting, but the rules are just an afterthought, then you'd likely want to have the rules at the back. If there are very characteristical rules procedures, on the other hand, and the setting were molded to fit those, then it'd be smart to give the rules first, so the reader can see how he's supposed to use that setting material with those rules. It all depends on what the game is doing, exactly.
Logged

Blogging at Game Design is about Structure.
Publishing Zombie Cinema and Solar System at Arkenstone Publishing.
Paul Czege
Acts of Evil Playtesters
Member

Posts: 2341


WWW
« Reply #2 on: September 04, 2008, 06:37:13 AM »

Hi

The English-language d20 version of Engel put the rules in an appendix at the back, and I thought it was weak.

Spione puts its whole game for playing espionage stories in cold war Berlin in chapter 6, the last numbered chapter before the afterword, and it works great.

The difference is that in Spione the early chapters are a "one man's journey down the rabbit hole" text that builds a case for the game. In Engel the implication was that the setting was the important part, and that system doesn't matter.

Paul
« Last Edit: September 04, 2008, 06:40:07 AM by Paul Czege » Logged

My Life with Master knows codependence.
And if you're doing anything with your Acts of Evil ashcan license, of course I'm curious and would love to hear about your plans
oliof
Member

Posts: 449

Harald Wagener - Zurich, Switzerland


WWW
« Reply #3 on: September 14, 2008, 12:17:59 AM »

Engel is weak because the translation stripped out the original rules, and the d20 appendix stayed unmodified.
Logged

Will
Member

Posts: 50


« Reply #4 on: September 17, 2008, 10:09:42 AM »

This approach worked very well for Castle Falkenstein (R-Talsorian Games). By the time you got to actual rules you had a very good foundation of how the world worked and what kinds of role you might take in it.

I have seen it done poorly as well... There is an example in a box somewhere at home, the name completely escapes me as does the publisher (a telling detail?). In that case the rules were so divorced from the setting that by the time you got there you learned that you couldn't really do what you wanted to after reading the story and setting. You were forced into very typical roles in a world that begged for more flexibility...

Or are you referring to reproducing all the rules from the book again in an appendix?

That was not an uncommon approach in the earlier days of gaming and is still used in some cases (like GURPS quickstart section).
Logged
Finarvyn
Member

Posts: 83


WWW
« Reply #5 on: September 24, 2008, 07:16:29 PM »

This approach worked very well for Castle Falkenstein (R-Talsorian Games). By the time you got to actual rules you had a very good foundation of how the world worked and what kinds of role you might take in it.
Agreed! Falkenstein is an awesome example of how to develop a setting with the rules more "behind the scenes" and given all at the end. You get "into" the setting first, and figure out how to run the game second. A good model to copy!
Logged

Marv (Finarvyn)
Sorcerer * DFRPG * ADRP
I'm mosty responsible for S&W WhiteBox
OD&D Player since 1975
Pages: [1]
Print
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.11 | SMF © 2006-2009, Simple Machines LLC
Oxygen design by Bloc
Valid XHTML 1.0! Valid CSS!