The prose isn't empty though. It's really good prose which brings color and a sense of discovery to the unveiling of the rules.Interesting. We never had any problems understanding the Gloomhaven rules at all. It turned out the game wasn't especially fun -- or, fun enough for the time investment -- but not complicated or hard to grok.
Filling your rulebook with a bunch of empty prose is not helpful. If you wanted to keep D&D the same word count you could still write it a much clearer and utilitarian format that made it a more useful table resource. As it is, RPG books by and large obfuscate the important rule bits in order to make them "readable."
Just to be clear, I am not saying that RPGs should have fluff or be easy to read. I am saying that the CORE RULES of an RPG should dispense with empty prose.
I'm not a graphic designer, but I could see spacing and whatnot being valuable to edit. Aside from that, many of the basic features like duration/range/components/casting time are listed in separate lines with the labels restated.Can I ask what you would take out formatting wise? Or is it just keeping the same information but it appearing different in the page. In which case that feels like a fairly superficial exercises.
After all a small page count isn’t very virtuous if everything is printed at size 6 font to make it so.
Yes, I hate boardgame rules. They're awful. It's something you have to do, so you can get to something enjoyable. But not something you want to do, and they're something you avoid if you can. Usually in our board game groups there's only one person who is willing to read the boardgame rules and then they explain it to the rest of us, because none of the rest of us want to deal with that text unless we really get stuck.
Hero -- a game I really love -- has been increasing word count with every edition since 1981 and it is entirely unnecessary. I can't figure it out, other than Stephen Long loves to write. I mentioned above that the original Champions was 56 pages and nearly as complete as the 250 page 6th Edition one book Champions edition. They just kept adding words until you have these giant bricks of text.And clear writing and technical manual/reference style games do not necessarily mean small book. Hero 5th reads like an encyclopedia or reference work, and almost 600 pages.
Hero -- a game I really love -- has been increasing word count with every edition since 1981 and it is entirely unnecessary. I can't figure it out, other than Stephen Long loves to write. I mentioned above that the original Champions was 56 pages and nearly as complete as the 250 page 6th Edition one book C
One could take Classic Traveller as an extreme case of that - 9 core rulebooks, 21 adventure modules, 13 supplements, 7 related board/miniature games (that I can think of) and a periodical, plus various revisions of the rules - getting on for 90 publications in total. Folks will argue that you only need Books 1-3, and technically correct is the best kind of correct. However, scratch the surface and you'll find most of the fanboys making that argument own dozens of Traveller publications.I know most people love big giant hardbacks, but I really want to see the return of small, lean core rulebooks. There is no RPG that you could not present in a complete fashion in 64 pages with the right clarity of writing and layout. RPG core books are instruction manuals. They are technical writing. They can and should be much less prose dense and be much more utilitarian in design. Shove all those extra words in the supplements.
Adventures should be a mix of the two. One part should be an interesting read, laying out all the back story and interesting circumstances and NPCs and locations. And then there should be a strictly utilitarian portion designed for the sole purpose of supporting the GM in running the adventure.
Thank you for coming to my TED Talk.
Most RPG players are D&D players, and thus are not playing a "rules lite" game.My experience is, people like the theory of a rules lite game, but rarely actually like to them in reality.
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I am not saying there is no place for rules lite games, all I am saying is, book sales seem to indicate most (not all) RPG players don't mind a little bloat.
I don't think this is a good example of a lite game. It's still not that lite, and it's not intended by its designers to be a complete game.The free rules, one of the starter boxes and an imagination, is plenty enough to play the game forever

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.