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Subject: Insider #9 rss

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Dan Verssen
United States
Glendora
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Insider #9

In this Insider, we are talking about the steps of creating a Rulebook, and a big thank you for all of the community involvement!

http://danverssengames.blogspot.com/

-Kevin Verssen
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David in Sydney (now in Coffs)
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G'day Holly,
My preference for rule books is- show and explain the basics so I/we can play a simple game. Then a section on advanced rules. Then a section of optional rules, then scenarios and the designer notes and a glossary.
 
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Michael Andersch
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David's proposal of dividing the rulebook makes it easy to read through it, but difficult to look things up (Czech Games Edition writes its rules this way - it's a nightmare. You never know, where to look and always have to parse multiple sections).

My proposal is:
1) shortly describe the components (Picture, meaning of symbols / numbers / ...), but NO rules
2) Setup of the game
3) Rules in chronological order. Also show the special effects of components as needed. Give examples as well of "standard" situations as well as of particular situations.
4) optional rules
5) Describe special effects of given/all components for a quick lookup
6) Optional: Example of play

As an example, if we talk about the rules of HL:CAO, 2) would mean, that when describing being targeted by enemies, the function of the ECM-Pod and when it is used should be mentioned (before Evasion? after Evasion?). But again, in 3) all weapons and their special effects should again be described.

 
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David in Sydney (now in Coffs)
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Good points.
Hopefully the glossary could also be an index to aid look ups.
Some rules you don't need to look at after the first game. Those are both well designed games and well written rules.
If the base came is likely to expand over time. It is often the case that the expansion doesn't change core game mechanics but in effect ads additional advanced/optional rules.
 
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