In this thread: Space Hulk Redux I posted a lot of diagrams to illustrate the rules and I am curious is people prefer this as I do?
When it comes to explaining the rules of WarSpike (and 'Psidemic') I plan to use a lot of diagrams. I like to visualise what is going on, and I find it much easier to absorb complex rules if I can see a step by step example illustrating how they are used. Seeing as this rule book is going to be PDF and downloaded free via P2P there is no restriction on the amount of diagrams I can throw in (I assume there are practical limits to regular games companies when it comes to publishing their rules).
The other version will be a 'Print on Demand' copy, and I suppose that could end up quite thick. Almost a 'book of diagrams' or 'pictorial rules'. However as it's POD I don't have to store them, and no money is lost if they are not sold.
I know that not everyone may like this so would you prefer a text only version?
No, I really dig the picture version. Visualization really helps me to grasp the rules better. Maybe it's because English isn't my first language, or that I'm simply growing to become dumber since I'm no longer intellectually challenged, but the pure text rules are always kind of vague to me. With Warspike I noticed this since it also tended to be a bit chaotic since you also included your entire thought process in there, which is great to understand the whole reasoning behind it, but does become harder to read.
I think the idea should still be that the game shouldn't be that hard to learn, but should be challenging to master though. So a pretty easy learning curve for starters.
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I'm thinking that all the combat rules should be described with diagrams: as explanations, and examples.
I always find it easier to 'show' than 'explain' complex rules. That's not to say there will be no explanation at all!
I prefer to show and then explain using the diagrams as a common reference point. I figure the reader is on the same page as me, and has not gotten hold of the wrong end of the stick in their minds eye due to my description. Language is so mutable.
Another reason is that as the rules are 'shortcuts' to model the underlying complicity of combat, I figure comprehensive diagrams would limit Players turning rules lawyer and messing about with the words. It easy to mess with words when using them to model something like complicated like combat rules, not so easy when you see a set of diagrams.
Post by PondaNagura on Mar 10, 2011 13:47:01 GMT -5
anecdotes and diagrams def streamline the learning process. it allows new players an opportunity to see how games are conducted beyond lengthy paragraphs and charts, similarly to when gamestore employees demonstrations how to play the games they sell.
I know sketching and sketch-models def help my teams in design solutions in school. you might think of something in your graphics that might have been a situational oversight in the rules.
that, and it streamlines explanations to an international market.