[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

Re: The Style of Rulesets and I can't shut up Part Deux



There are times when casual works -- the style and feel of the 
language needs to match the game.  Pure abstracts probably are best 
served with tight, dry, elegant rules.  Spoofs, paradies, and party 
games -- such as Steve Jackson's "Munchkin" series -- are best served 
with casual, comical writing.  Most games fit somewhere in the middle.

In any case, the rules need to leave the reader with a clear-enough 
understanding of the game in order to enjoy playing it.  Or, in cases 
such as "Munchkin" again, the rules should point out where they are 
being purposely vague.

If you are truly venturing into uncharted territory, then perhaps for 
now you should simply make notes to keep yourself straight and clear 
on what you're doing.  Then, over time and playtesting, things will 
become clearer and more organized in your head -- you will most 
likely find a way to express the concepts.  Then, at that point, you 
can write the rules in a way for others to appreciate.

-Bryk

--- In piecepack@yahoogroups.com, "Electronicwaffle" 
<electronicwaffle@y...> wrote:
> I understand the "getting the gest" of a game after one playing. 
> However I feel unsettled if the rules alone can not explain a game.
> 
> Ok, Choosy Sushi Blew Chunks, I admit that... but it was my first 
> attempt,  with less than a month of piecepack experience under my 
> belt. (Roughly half a month at that.)
> 
> I try to keep the tone of my rules formal, not using slang, keeping 
> the directions in the third person... stuff like that. I think 
> sincerity and an offical prose is needed and expected when one is 
> being instructed.
> 
> I must admit however, that I threw all this to the wind with a game 
> I purposefully wanted to be "casual". With the exception of 
> such "party" games, I think certain assumptions can be made, and 
> still others can not. 
> 
> My most recent game (not the one aforementioned) is stretching my 
> gaming experience.I am finding some uncharted teritory, a Unique 
> board layout. Another challenge is forcing all of the bits together 
> to share more in common.  I wish to use conventions that I may not 
> be aware of so later on editing could be kept to a minimum. Because 
> piecepack is by definition generic in nature, multiple games and 
> mechanics of those games can be designed from less than (at 
present) 
> 60 pieces.  New ideas form almost daily and the best way to form 
> these ideas to best posible fruiton is to have feedback. The best 
> place to do this for piecepack games is in this group.
> 
> I appologize to those who subscribe to a Email listing of these 
> messages. I do not receive emails from this group. if I did perhaps 
> I would shut up, so I would not see such a long email. However I 
> know from personal experience that ideas not put down as soon as 
> possible are lost forever. 
> 
> Eric