Content Design Request

Black_Swan

First Post
Hi all,

Objective:
The purpose of this post is to request that Wizards of the Coast please use the information mapping process when writing the chapters of the players handbook containing rules for character creation and combat.

Definition:
"The Information Mapping method is a research-based approach to the analysis, organization, and visual presentation of information. The method is both subject matter and media independent; that is, it can be applied to the subject matter of any industry, and it can be presented on paper, on a computer screen, verbally, or in a multimedia presentation. Based on research into how the human mind actually reads, processes, remembers, and retrieves information, Information Mapping is an integrated set of easy-to-learn principles, techniques, and standards. It enables authors to break complex information into its most basic elements and then present those elements optimally for readers. The result is a set of precisely defined information modules that are consistent from author to author and document to document." *

Benefits:
Using the principles of Information Mapping will decrease the amount of time it takes for new and experienced players to learn how to create characters and run combat efficiently.

Benefits will include:
  • increased rules comprehension while decreasing the word count.
  • ease of access to rules while playing the game due to the chunking of information.
  • allowing players to easily add new rules to their games presented in any book due to a common format and writing process.
  • providing a process and template for third party companies to use for their rules contributions.

Examples
Select the following links to access examples of documents using the information mapping process.

Example 1 **
Example 2 ***


Resources
*http://www.infomap.com/index.cfm/TheMethod/The_Method
**http://www.infomap.com/index.cfm/TheMethod/Demos
***http://www.uni-learning.com/belgium/en/informationmapping/examples/
http://www.stanford.edu
 

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Sounds like corporate voodoo to me.

Seriously, while there may be some merit to such an approach for an RPG book, can it be done in such a way that the book also retains its entertainment value? Also, does information mapping handle presentation of Fluff mingled with Crunch? I think some of the things which make an RPG book an enjoyable read might be sacrificed on this alter of efficiency you advocate.
 

Sounds like an okay idea to me. At least, they should try to go in that direction as best they can given the material to be presented. Having sat through many lecture presentations, I know that I fall asleep more in the ones in which the slides contain a solid block of text, as opposed to the main ideas condensed into four (or fewer) bullet points.

I can't see anything wrong with them devoting some energy to making the presentation enhance the ease of use of the rulebooks.
 

They're really doing a straw-man kind of thing in those examples. The 'before' of bagel-making is simply poor explanatory writing. You don't need a whole lot of buzzwords to write clearly and communicate well.
 

What they ought to consider is using this type of organization as a summary at the end of some chapters to highlight key parts or more complicated processes. Writing the majority of the book this way will, IMO, give the book a colder, less personal feel.
 

Thornir Alekeg said:
What they ought to consider is using this type of organization as a summary at the end of some chapters to highlight key parts or more complicated processes. Writing the majority of the book this way will, IMO, give the book a colder, less personal feel.
That's a good idea--a kind of Coles Notes summary of the chapter.
 

Thornir Alekeg said:
What they ought to consider is using this type of organization as a summary at the end of some chapters to highlight key parts or more complicated processes. Writing the majority of the book this way will, IMO, give the book a colder, less personal feel.
Yes!

Unfortunately, this idea seems to be in conflict with the magazine > textbook approach.
 



mhensley said:
Nah, they should make the rulebooks like the Head First Java book. If they can make a programming book that is easy and enjoyable to read, think of what this method would do for game rules. See example here-

http://www.oreilly.com/catalog/hfjava/chapter/HFSample2PS.pdf
I know the HTML/CSS-version of that book - and when I've seen it, I wanted to get it and learn HTML, despite my lack of time. These books are some of the best written instruction books ever, despite their shallow appearance - because they address beginner problems well, are enjoyable and fun, and don't miss references to more exhaustive resources.

If they pull this off with the PHB, that'd be GREAT.

Cheers, LT.
 

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