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I feel like even though there is a bit of a surge in popularity for the medium, the actual art of rules writing might be slipping away. We haven't lost it yet, but there may have been some stagnation.


What exactly makes a wargame/TTRPG's rules good?

And what is the most "retard proof" method of slowly or even hastily (if possible) to learn to be a good writer of wargame/ttrpg rules?
>>
>>97820580
You're asking two different questions:
>What makes a wargame's rules good?
>What makes a TTRPG's rules good?

They are very different beasts.

>the actual art of rules writing might be slipping away
No? We've got more TTRPGs than ever before today. Lots of them drastically differ from one another, be it on a small or large scale.

Like, I've written about 10 TTRPGs and if any of them share core rules, it's by intent for one reason or another, and even then many have drastically different rules in other areas.

>And what is the most "retard proof" method of slowly or even hastily (if possible) to learn to be a good writer of wargame/ttrpg rules?
For TTRPGs, you need to first decide what you want our game to do.
>How strong are player characters?
>What is the tone of the game?
>What do I want the game to be focused on?
>How do I want combat to work, if it even exists?

Stuff like that. Figure out what you want the system to do, then design mechanics around that.
>>
>>97820580
Good game rules are technical writing.
Learn how to clearly and concisely articulate concepts in the correct order.
Learn how to make clear and effective examples.
Get an editor. Listen to them.
Get play testers. Listen to them.
Once you can write competently you can start dicking around with being more creative with format. Not before.
>>
>>97820580
Tttrpg writing is better than its ever been, and getting started is dead simple
>resolution mechanic
>write some rules
>balance in excel
If you just want to publish a game then thats all it takes, you can make one in a day or two. Its not how i do it, but im not going to tell you my secret technique
>>
While not the most critical aspect of game design, I think it is important to create something which appeals to yourself rather than emulating the current style.
For example, Skirmish games with relatively few units have taken massive precedence over large-scale wargames as of late, but this does not mean that you are required to create a skirmish game yourself.



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