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<blockquote data-quote="scourger" data-source="post: 6046902" data-attributes="member: 12328"><p>Assuming you are talking about writing for role-playing games, the way to develop skills with rules systems is to read, play & run them. And pick a simple, current system. </p><p></p><p>I put read it first because I think a lot of gamers skip that step or only refer to rules when & as needed. Over the years, I have gained many insights into different games by actually reading them. Reading the 3e Players Handbook cover-to-cover, for example, gave me remarkable insight into how the entire d20 rules system worked together. </p><p></p><p>Next, play & run RPGs. You can do it in either order, but it probably makes sense to play first and then DM/GM/judge. </p><p></p><p>Lastly, select a system that is both current & simple. I think Savage Worlds or Dungeon Crawl Classics fit the bill there. Those games offer rules flexibility for GMs that translates into accessibility for writers & third party publishers. Put another way, a GM can "hand waive" things for the foes that then allows the same flexibility to a writer of an adventure module. You still need to understand the underlying system, but you don't need a computer to calculate the foes. And, you might be able to partner with someone who does understand the rules well enough to those parts or to help you.</p></blockquote><p></p>
[QUOTE="scourger, post: 6046902, member: 12328"] Assuming you are talking about writing for role-playing games, the way to develop skills with rules systems is to read, play & run them. And pick a simple, current system. I put read it first because I think a lot of gamers skip that step or only refer to rules when & as needed. Over the years, I have gained many insights into different games by actually reading them. Reading the 3e Players Handbook cover-to-cover, for example, gave me remarkable insight into how the entire d20 rules system worked together. Next, play & run RPGs. You can do it in either order, but it probably makes sense to play first and then DM/GM/judge. Lastly, select a system that is both current & simple. I think Savage Worlds or Dungeon Crawl Classics fit the bill there. Those games offer rules flexibility for GMs that translates into accessibility for writers & third party publishers. Put another way, a GM can "hand waive" things for the foes that then allows the same flexibility to a writer of an adventure module. You still need to understand the underlying system, but you don't need a computer to calculate the foes. And, you might be able to partner with someone who does understand the rules well enough to those parts or to help you. [/QUOTE]
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