clearstream
(He, Him)
I note in your OP you use the wording "I am writing an RPG" which leads me to wonder ifSome good thoughts here. I am a big fan of John Harper/Vincent Baker, and I have to admit that I bring in elements of his design when playing other games, which is where my idea of "universal" advice takes place. Of course there are different RPG styles but there's a big group of games that are quite similar. I'm not trying to reinvent the wheel here.
I remember so many good ideas to teach about the game. The games that had "choose your own adventure" style opening sections for instance, those were fantastic. I'm just not sure I want to devote that many pages to something people will use once, if at all.
What I am doing at this point is to have that section that refers to real first-time players elsewhere. That may need to be revised if: "something else" doesn't truly exist elsewhere. I then have a section called "What would you say you do here," where I talk about the game's goals and what you do when you play. I then go into a "Here are my influences" section to reinforce that. Next is what the roles of the players and GM look like. Then I do a very high-level summary of what the mechanics are. That's the end of the introductory section and something I would intend to have as a summary product you can download apart from the rules. Oh, and to add a final thing: I provide a glossary for defined terms so that if you wonder what something means, you can look it up here.
Edited to add: I was just reading a new game that I had recommended to me. I don't want to say what it was because the authors are super nice and I'm going to be critical. The "start of the game book" is on my mind because I have read some games recently that all begin with "here's how you make a character." I can't say strongly enough how much I don't like that. I end up having to process a bunch of stuff that isn't defined and look at making decisions when I don't know what I'm supposed to be doing.
your game is complete and playtested, so that your have a store of questions and examples captured from actual play?
One observation is that it's all too easy to opt into writing parts that ought to be settled last, far too early. But you might lay out your theory of how your game ought to be played, as a guide for your design work. In doing so, you might assemble a reference set of games, fiction, actual plays, and so on, which you can later list out as part of your "how to play".
As a side note, seeing as it sounds like your game isn't a commercial work, I wondered if it might stand as a work of art and thus anticipate effort from its audience to interpret it? Or if it is more akin to a work of craft... most likely then for a narrow and fairly educated audience who may understand your intended mode of play based upon use of a shared vernacular: and thus for whom it is the differences that you believe they will care about that most need explaining so that they can appreciate them and implement them as you intend.
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