Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Worlds of Design: How Long Should Your Rulebook Be?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Haffrung" data-source="post: 8140230" data-attributes="member: 6776259"><p>It’s interesting that the most popular RPG in the world is more complicated than 98 per cent of boardgames. Some suggestions why:</p><p></p><ul> <li data-xf-list-type="ul">D&D has it origins in tabletop wargames, which are complex by the standards of most hobby boardgames. On top of that, it addressed the variety of different situations an RPG can present outside of combat with more rules and systems.</li> </ul><p></p><ul> <li data-xf-list-type="ul">When a rationalization of the rules was carried out for 3E, the enormously popular Magic the Gathering was a major influence, a game that not only rewards system mastery and optimization, but is a hobby unto itself. It was designed to be a game with a wealth of mechanical grit and options to engage with away from the table.</li> </ul><p></p><ul> <li data-xf-list-type="ul">Moreso than most games, just reading D&D books and talking about mechanics and optimization online can be a hobby. RPGs are fundamentally different from boardgames in that the players, and especially the DM, often spend hours away from the table thinking about and playing with the game. Publishers recognize this is a significant part of the market for their books.</li> </ul><p></p><p>Having said that, I think the complexity of D&D is largely down to legacy at this point. The preference of the vast majority of tabletop gamers today is for games that can be picked up and learned easily, without taking any books home. If a publisher were to poll the market for D&D today - all of the people actively playing or interested in playing - to find out their wants and preferences, without any deference to legacy or online hardcore culture, I‘m certain they would design a game that’s far less complex than what we have. And if they actually employed instructional designers and technical writers to write the thing, I expect the rules would come in at under 30 pages, including illustrations and examples.</p></blockquote><p></p>
[QUOTE="Haffrung, post: 8140230, member: 6776259"] It’s interesting that the most popular RPG in the world is more complicated than 98 per cent of boardgames. Some suggestions why: [LIST] [*]D&D has it origins in tabletop wargames, which are complex by the standards of most hobby boardgames. On top of that, it addressed the variety of different situations an RPG can present outside of combat with more rules and systems. [/LIST] [LIST] [*]When a rationalization of the rules was carried out for 3E, the enormously popular Magic the Gathering was a major influence, a game that not only rewards system mastery and optimization, but is a hobby unto itself. It was designed to be a game with a wealth of mechanical grit and options to engage with away from the table. [/LIST] [LIST] [*]Moreso than most games, just reading D&D books and talking about mechanics and optimization online can be a hobby. RPGs are fundamentally different from boardgames in that the players, and especially the DM, often spend hours away from the table thinking about and playing with the game. Publishers recognize this is a significant part of the market for their books. [/LIST] Having said that, I think the complexity of D&D is largely down to legacy at this point. The preference of the vast majority of tabletop gamers today is for games that can be picked up and learned easily, without taking any books home. If a publisher were to poll the market for D&D today - all of the people actively playing or interested in playing - to find out their wants and preferences, without any deference to legacy or online hardcore culture, I‘m certain they would design a game that’s far less complex than what we have. And if they actually employed instructional designers and technical writers to write the thing, I expect the rules would come in at under 30 pages, including illustrations and examples. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Worlds of Design: How Long Should Your Rulebook Be?
Top