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I was one of three proofers on a book. Every one of us found something that someone else missed but the only errors that got through were ones that we flagged, but didn't get changed before going to print.

Three is a good compromise over the raft of people medical texts and legal books get; you probably get to diminishing returns after that anyway (the only reason those type of works get more is the consequences of missing one can be drastic there).

That said, if you get more than one full time editor/proofer and maybe a part time on most game works, that's pretty unusual, and even that isn't routine.
 

My tangential gripe is that designers, GMs and players try to treat game rules like lawyers treat legal codes and documents .

1) Game rules aren’t written like legal codes.
2) (most) Gamers aren’t lawyers
3) Even trained legislators, judges & lawyers screw this stuff up- often because of “legalese”

My Wills & Estates professor, Stanley Johanson, emphasized using clear and concise language when drafting so that everyone involved was crystal clear on the rights and duties. He espoused prevention was better than cures, and felt that if your clients wound up in court, you probably had a flaw in the documents you drafted for them.

Same goes for game rules. Be clear & concise in your writing and word choices, and you’ll have more fun PLAYING your games than bickering about what paragraph 5 on pg 125 meant.
Despite my tagline, there's a reason I never bothered with the new Not-edition. Too much abstract codification and having to go OoC to adjudicate something simple.
 




“That’s how most of the real world outside of the internet is. If you find yourself falling for the anger, go out in the real world and make yourself human again.”

Arnold Schwarzenegger Handshake GIF
 

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