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Worlds of Design: Game Design Rules of Thumb - Part 1
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<blockquote data-quote="aramis erak" data-source="post: 8203575" data-attributes="member: 6779310"><p>For once, I agree with Lew. I know, I'm shocked, too.</p><p></p><p>I'll note that one of the "rules" in Elementary Ed is that it's always better to give a prompt, as 90% of students require one.</p><p></p><p></p><p>Tens of thousands. Seriously. </p><p></p><p>Disagree partially here. One problem I've seen a lot is not explicating core concepts to a common reading level. </p><p>Look at the success of 5E... it's written to an 8th grade reading level. Most of Palladium's cores are written to 6th grade reading level. D&D 4E was wordy, but nothing that my 6th grade students couldn't parse (noting that the gamers tended to have 8th grade and higher reading levels).</p><p>I'll note that WEG's Star Wars works out to about 7th grade level. Pathfinder, likewise, feels about 9th grade reading level</p><p></p><p><strong><span style="font-size: 18px">If they can't understand it, they won't play it.</span></strong></p><p><span style="font-size: 15px">Rules need to be accessibly written. If they aren't, they don't get used much, and are likely to be used wrong when they do get used. </span></p><p></p><p><span style="font-size: 18px"><strong>If it's hassle, Many won't use it.</strong></span></p><p><span style="font-size: 15px">Complex subsystems that involve a lot of record keeping or calculations tend not to get used.</span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px">The key exemplar for both is the AD&D training rules... the bookkeeping was a hassle, the rule was easily misundestood, and very few people used it.</span></p></blockquote><p></p>
[QUOTE="aramis erak, post: 8203575, member: 6779310"] For once, I agree with Lew. I know, I'm shocked, too. I'll note that one of the "rules" in Elementary Ed is that it's always better to give a prompt, as 90% of students require one. Tens of thousands. Seriously. Disagree partially here. One problem I've seen a lot is not explicating core concepts to a common reading level. Look at the success of 5E... it's written to an 8th grade reading level. Most of Palladium's cores are written to 6th grade reading level. D&D 4E was wordy, but nothing that my 6th grade students couldn't parse (noting that the gamers tended to have 8th grade and higher reading levels). I'll note that WEG's Star Wars works out to about 7th grade level. Pathfinder, likewise, feels about 9th grade reading level [B][SIZE=5]If they can't understand it, they won't play it.[/SIZE][/B] [SIZE=4]Rules need to be accessibly written. If they aren't, they don't get used much, and are likely to be used wrong when they do get used. [/SIZE] [SIZE=5][B]If it's hassle, Many won't use it.[/B][/SIZE] [SIZE=4]Complex subsystems that involve a lot of record keeping or calculations tend not to get used. The key exemplar for both is the AD&D training rules... the bookkeeping was a hassle, the rule was easily misundestood, and very few people used it.[/SIZE] [/QUOTE]
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