Taking better notes when reading a new RPG rule set.

rhythmsoundmotion

Adventurer
What guidance is there for taking more organized and usable notes while reading RPG rulebooks?
How do you find the key parts that really drive an RPG compared to the many details that confuse and overwhelm?
I have resolved to learn a few new RPG rulesets for 2025. But my previous experiences learning new RPGs have been… lackluster. I am hoping that this year I can use better note taking techniques to get more out of the rulebooks in a less frustrating way.
 

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One thing you can do is build a cheat sheet with key points from the rules. If on pdf, just copy and paste into Word or Excel or whatever works for you. Moleskine if you like to write with pencil/pen.
 


I usually start by finding a decent YouTube video of a system overview. Then I try and find cheat sheets for the system (distilled mechanics etc). once I have a basic understanding of how the game works, I am much more likely to be able to absorb the particulars. if I just start with the rulebook, these days my old brain just can't do it anymore.
 

I too usually find some YouTube content particularly dealing with basic mechanics. Then I read the book. Then I try and play a game. Solo, one-shot, test scenarios, doesn’t matter. Run the system as you understand it.

After I’ve given a test drive I hit the book again. I find I have a lot more clarity after seeing the mechanics in action, even if I screwed then up.
 

What guidance is there for taking more organized and usable notes while reading RPG rulebooks?
How do you find the key parts that really drive an RPG compared to the many details that confuse and overwhelm?
I have resolved to learn a few new RPG rulesets for 2025. But my previous experiences learning new RPGs have been… lackluster. I am hoping that this year I can use better note taking techniques to get more out of the rulebooks in a less frustrating way.
Well, D&D 6e did you a solid and wrote out their 154-ish rules on DNDBEYOND. So there's that.

You could write an outline. Start with chapter names, drop down to section headings, and each sub-head after that. Then distill the actual rules based on how the material relates to its hierarchy. If it doesn't relate, leave it out. Worry about it later.

You are, by the way, perfectly within your rights to feel frustrated. I've started reading many a rule book just to find that the writing, editing, tone, whatever, has been well beyond something I'd like to comprehend.
 

I’ve been a bit disappointed in recent GM screens. Feels la lot of space taken up with infrequently used charts and tables could be better used by cheat sheets/short form rules.
 

I really appreciate the idea of studying the rule book with a cheat sheet of the rules in hand. Maybe also a blank character sheet and a few pre generated characters. Also, getting to a point where I can run short combat scenarios or other scenarios sounds good.
 

You are, by the way, perfectly within your rights to feel frustrated. I've started reading many a rule book just to find that the writing, editing, tone, whatever, has been well beyond something I'd like to comprehend.
I studied computer programming in college and had some really hard and frustrating books to deal with. Hopefully I can avoid rulebooks that go down that path.
 

I am quite fond of the program Obsidian as a note-taking software and have been tinkering with it for around the past 6 months for keeping track of my GM notes and whatnot. I can certainly see how it might be used for learning a new system where you can have a sort of "cheat sheet" of highlights that then link to their own page with a more detailed view of the rules as needed.
 

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