25:18 Take the cellophane off the box - Reminded me of when my friend was reading the manual for his new camera. In the manual they explained how to open the box, even though the manual itself was in the box. At the point of reading it, you either figured it out already, or destroyed the box in which case it's too late. It would be funny if they said: "This is how you were supposed to open this box..." Missed opportunity :)
That's for this Adam. I'm just starting my first rule set. I wouldn't have thought of the importance of consistent terminology e.g. stack/pile so that was really helpful.
I'm preparing to do a final draft of the rules for a game and appreciate the advice and tips offered in this video. Good advice on creating imaginary player names for examples of play in the rule book. Old games used to do that, especially role playing games. It worked well for me. Those characters would then appear throughout the rules in various examples. Being a completely independent designer, who makes games in hopes of one day finding a publisher, I definitely try to hone my rules-writing skills. It's probably my biggest struggle. Thanks for another helpful and informative video.
I just found your videos and I must say I've really enjoyed them! I am in the process of creating a tabletop war game and your videos have been a great resource! Thank you
As a designer and aspiring self-publisher I can definitely relate to a lot of what you've said about rules writing. Specifically the part about assumptions. I constantly have to remind myself that the players don't know the game like I do. So I follow the KISS method wherever possible.
Top video Adam and saved to my new (private) 'board game design' playlist just so I can keep the best videos in one place to find them easily again. I would like to think I am quite good at writing and so in some ways I am actually looking forward to writing the rules for my so far unpitched and unpublished game. I think one of the best rulebooks I have come across is for 7 Wonders as I love the fact they have plenty of 'for example' and clarifications in it. One of the most mind bending rulebooks is for Civ: A New Dawn as I am constantly flicking backwards and forwards through pages to find the right thing I need, obviously the reason they felt the need to publish an errata sheet months later. But worst rules I've found are for the Hogs of War card game which was Stonesword's first published game on Kickstarter. Some rules didn't make sense and most importantly they even had conflicting rules on the 'quick help' guide also provided with the game. In addition to this some card effects were not clear enough and could be read in different ways so I'm trying my best to make sure players are clear on what a card actually does. EDIT: in addition there's an ongoing joke in our house when playing The Lord of the Rings Deck building game that certain cards dont apply to my wife as it clearly says something like 'choose a player. HE discards a card'. So very good point you make on making a game gender neutral
I can't believe it works this way. Writing rules should be responsibility of a game designer, not publisher. Other way is just a bizzare idea for me. There are game designers with great ideas but if they cannot write decent rulebooks - well maybe they are not that great as a game designers. Publishers could help you with fresh eye, hire so called game developer/s, testers, proofreaders who could help but that should be it imo.
I don't know - some brilliant game designers that I've met are not the best communicators. It doesn't seem unreasonable to expect publishers to be experts at laying out and articulating rules... it just sadly doesn't always seem to be the case.
A good video on an important topic! Apologies for my following lack of brevity. Your take that the responsibility for the final manual should be the responsibility of the publisher is interesting, I'd be interested in what sort of split of responsibilities you think should exist, and where the designer - and indeed, the publisher - should be allowed to stand firm on a matter without being a troublesome partner or overstepping. It's interesting to see how even popular games are played differently by different regions, even the most popular games are often misinterpreted. I'd be interested to hear more of your opinions on taming complexity. In terms of designing with learnability in mind, wide vs deep complexity etc How much complexity needs to be understood upfront versus what can be taken piecemeal (eg. collectable card games can introduce a lot of complexity by having everything on the card etc) On that topic I'd be interested to hear how you divide the play space and how players have to think, whether you use gestalt grouping principles or think about the associations etc. Sometimes changing the physical or conceptual layout can drastically change the mental gymnastics players are expected to undertake. Your mention of tactility is also an interesting topic, board games have that tactility which is something other mediums lack, I tend to think in terms of a taxonomy of play, where games and puzzles and toys are all their own categories for example. That toyness fitting into the theme or the design of the game is another interesting topic. Rolling dice or flicking penguins or even just fidgeting with miniatures is something that adds to an experience. How do you reason about these tactile experiences as a designer knowing that the publisher may want to change the theme, and how do you decide what's actually significant to the experience vs what's more of a marketing thing.
Thanks for these questions/comments Bryan! They're nuanced subjects - difficult to pin down an answer. But I'm contemplating them and trying to see if I can formulate a useful response!! As you'll know if you've watched much of my content, I like to classify boardgames in various ways - almost as a game design exercise - but I've never really looked at my collection and considered which games are truly deep; and which games are complex without genuine depth. I should do so. Likewise, I don't consciously consider grouping when I make games - but I suspect that I do use these principles subconsciously in all sorts of instances. I certainly have experienced a wide range of designer-publisher relationships and am probably more able to speak on that topic. I think many designers/publishers have differing opinions about "ownership" of the games they produce. It's an interesting quandary.
@@AdaminWales Your experience with publisher relations can be quite insightful. I'm sure there are a lot of people going to crowdfunding out of fear or ignorance when often a publisher could be a better route. I appreciate the consideration and effort you put into your content. You've talked about design exercises at times throughout your videos, that would be another good topic to cover. One of my favourite exercises is deliberate misinterpretation, where I would look at pictures or some such and try to guess what I was looking at without context or differing contexts; I find these sorts of exercises are quite a fun and engaging way to arrive at something new, and often bizarre. I'd be interested to hear what sorts of exercises others find powerful.
@@AdaminWales Apologies for the delayed response, a combination of personal and technical matters kept me offline for a couple of weeks! I've watched your latest videos and I really appreciate the extent you went to getting in touch with publishers! Your content is fast becoming one of the finest resources on board games.
In most instances, the primary purpose is to check that the rulebook is understandable before giving prototypes to publishers. So it’s often the last step in the process. I give them the best version of the rulebook that I can produce. Usually the rules have gone through many revisions and updates by then, so I hope the document is pretty robust. But blind tests ALWAYS reveal new things I hadn’t thought of before. Less often, I do blind tests earlier in the process. These aren’t really to test the rulebook, but to test the complexity of the game. How hard is it to learn without me helping? Which rules are tripping players up?
Hi Adam! Random question, not really for this video: How do you set up values for first prototype (as in, if players start with 3 or 7 cards? Do we play 5 or 10 rounds? Does each Something give 2 or 3 Victory points, etc, as im saying FOR FIRST PLAYTESTS as after testy of course you setcit up according to what you see playtests show.
Honestly, I take a guess!! And then I adapt rapidly (even mid game) during the first playtest. I certainly don’t worry about whether a game is “fair” at that point (how many VP each card is worth) or what the duration will be (number of rounds etc). We rarely play a first version to completion. Hand size is a bit more pivotal because it can make or break an experience - being too restricted is no fun and that can make a game look bad when it might otherwise have been fun. So I’d try to place as few restrictions on players as possible - and introduce limitations later if needed.
@@AdaminWales I am currently doing an area control, think El Grande style or Mission Red Planet, that style of area control, with action cards associated with how many pieces player puts on the board... And yeah, how many to put on there is kinda pivotal and no clue what ballpark this should be. I guess "put anything, solotest, adjust" is correct but... my brain really wants to pin point it first
I have a video recommendation that I would really like to hear your thoughts on. My question is what size, scale, and complexity of a board game should a beginner first time designer aim to start with? Should I focus on a small simple game for a first time publish, or go for whatever I feel I really want to design?
It's a good idea. I've been focusing on reviews for a few months, but I'd like to get back into some of these topics over the coming months, so maybe I'll touch on this. My immediate thought is for a first time design, create whatever excites you the most! Making something small and simple is sometimes more challenging than making more complex games!
When it comes to gendered pronouns, “he” is fine grammatically for referring to an unknown person in a technical context, like a rulebook. If you’re worried about female players feeling put off by this (though I’m not sure that really would cause offense, given how often most female players will have read “he” for unknown gender in this and many other contexts), “they” is fine even if your English teacher would be mad.
while i can’t say i’ve seen anyone be actively upset by the use of “he” in a rule book, but i have seen women be excited or glad that a rule book used non gendered language. on the grammatical correctness of using singular “they”, no english teacher is going to be mad, as it has been in active use for over 200 years at this point and is broadly accepted as correct.
Gender aside, know your intended audience. Anything that tries to appeal to everyone just gets watered down and losses any identity it could have had. For instance, I straight up say in the GM notes for the 2nd edition of my TTRPG that it is 'designed by and for those that like to have a beer, shot, or hit on RPG night', because it is literally wrote for a specific audience and I don't care if anyone else likes it or not.
25:18 Take the cellophane off the box - Reminded me of when my friend was reading the manual for his new camera. In the manual they explained how to open the box, even though the manual itself was in the box. At the point of reading it, you either figured it out already, or destroyed the box in which case it's too late.
It would be funny if they said: "This is how you were supposed to open this box..."
Missed opportunity :)
Kind of tempting to have the rules begin "Take the gameboard from the box and nail it to the wall"...just to see if anybody does it. 🤣
That's for this Adam. I'm just starting my first rule set. I wouldn't have thought of the importance of consistent terminology e.g. stack/pile so that was really helpful.
Glad it was helpful :)
I'm preparing to do a final draft of the rules for a game and appreciate the advice and tips offered in this video. Good advice on creating imaginary player names for examples of play in the rule book. Old games used to do that, especially role playing games. It worked well for me. Those characters would then appear throughout the rules in various examples.
Being a completely independent designer, who makes games in hopes of one day finding a publisher, I definitely try to hone my rules-writing skills. It's probably my biggest struggle. Thanks for another helpful and informative video.
Make a collection of CZcams videos on board game design and then make notes.
A masterclass on rules writing, thanks a lot!
I just found your videos and I must say I've really enjoyed them! I am in the process of creating a tabletop war game and your videos have been a great resource! Thank you
Thanks Paul. I'm really glad you've found them helpful!
As a designer and aspiring self-publisher I can definitely relate to a lot of what you've said about rules writing. Specifically the part about assumptions. I constantly have to remind myself that the players don't know the game like I do. So I follow the KISS method wherever possible.
Top video Adam and saved to my new (private) 'board game design' playlist just so I can keep the best videos in one place to find them easily again. I would like to think I am quite good at writing and so in some ways I am actually looking forward to writing the rules for my so far unpitched and unpublished game. I think one of the best rulebooks I have come across is for 7 Wonders as I love the fact they have plenty of 'for example' and clarifications in it. One of the most mind bending rulebooks is for Civ: A New Dawn as I am constantly flicking backwards and forwards through pages to find the right thing I need, obviously the reason they felt the need to publish an errata sheet months later. But worst rules I've found are for the Hogs of War card game which was Stonesword's first published game on Kickstarter. Some rules didn't make sense and most importantly they even had conflicting rules on the 'quick help' guide also provided with the game. In addition to this some card effects were not clear enough and could be read in different ways so I'm trying my best to make sure players are clear on what a card actually does. EDIT: in addition there's an ongoing joke in our house when playing The Lord of the Rings Deck building game that certain cards dont apply to my wife as it clearly says something like 'choose a player. HE discards a card'. So very good point you make on making a game gender neutral
Thanks - glad you enjoyed it.
This was brilliant. Many thanks for making it so detailed.
Thank You for the information and points to writing rules. Soooo Helpful!!! Glad your there .... very helpful!
Glad it was helpful :)
I can't believe it works this way. Writing rules should be responsibility of a game designer, not publisher. Other way is just a bizzare idea for me. There are game designers with great ideas but if they cannot write decent rulebooks - well maybe they are not that great as a game designers. Publishers could help you with fresh eye, hire so called game developer/s, testers, proofreaders who could help but that should be it imo.
I don't know - some brilliant game designers that I've met are not the best communicators. It doesn't seem unreasonable to expect publishers to be experts at laying out and articulating rules... it just sadly doesn't always seem to be the case.
A good video on an important topic! Apologies for my following lack of brevity.
Your take that the responsibility for the final manual should be the responsibility of the publisher is interesting, I'd be interested in what sort of split of responsibilities you think should exist, and where the designer - and indeed, the publisher - should be allowed to stand firm on a matter without being a troublesome partner or overstepping. It's interesting to see how even popular games are played differently by different regions, even the most popular games are often misinterpreted.
I'd be interested to hear more of your opinions on taming complexity. In terms of designing with learnability in mind, wide vs deep complexity etc How much complexity needs to be understood upfront versus what can be taken piecemeal (eg. collectable card games can introduce a lot of complexity by having everything on the card etc)
On that topic I'd be interested to hear how you divide the play space and how players have to think, whether you use gestalt grouping principles or think about the associations etc.
Sometimes changing the physical or conceptual layout can drastically change the mental gymnastics players are expected to undertake.
Your mention of tactility is also an interesting topic, board games have that tactility which is something other mediums lack, I tend to think in terms of a taxonomy of play, where games and puzzles and toys are all their own categories for example. That toyness fitting into the theme or the design of the game is another interesting topic. Rolling dice or flicking penguins or even just fidgeting with miniatures is something that adds to an experience.
How do you reason about these tactile experiences as a designer knowing that the publisher may want to change the theme, and how do you decide what's actually significant to the experience vs what's more of a marketing thing.
Thanks for these questions/comments Bryan! They're nuanced subjects - difficult to pin down an answer. But I'm contemplating them and trying to see if I can formulate a useful response!! As you'll know if you've watched much of my content, I like to classify boardgames in various ways - almost as a game design exercise - but I've never really looked at my collection and considered which games are truly deep; and which games are complex without genuine depth. I should do so.
Likewise, I don't consciously consider grouping when I make games - but I suspect that I do use these principles subconsciously in all sorts of instances.
I certainly have experienced a wide range of designer-publisher relationships and am probably more able to speak on that topic. I think many designers/publishers have differing opinions about "ownership" of the games they produce. It's an interesting quandary.
@@AdaminWales Your experience with publisher relations can be quite insightful. I'm sure there are a lot of people going to crowdfunding out of fear or ignorance when often a publisher could be a better route. I appreciate the consideration and effort you put into your content. You've talked about design exercises at times throughout your videos, that would be another good topic to cover. One of my favourite exercises is deliberate misinterpretation, where I would look at pictures or some such and try to guess what I was looking at without context or differing contexts; I find these sorts of exercises are quite a fun and engaging way to arrive at something new, and often bizarre. I'd be interested to hear what sorts of exercises others find powerful.
Hi Bryan - I discuss the designer / publisher relationship in my new video! czcams.com/video/N6KAk2pnhhw/video.html
@@AdaminWales Apologies for the delayed response, a combination of personal and technical matters kept me offline for a couple of weeks!
I've watched your latest videos and I really appreciate the extent you went to getting in touch with publishers! Your content is fast becoming one of the finest resources on board games.
When you do your blind playtests, what do you give them for rules? Just a word document? Pictures with it? A fully made rulebook or sorts?
In most instances, the primary purpose is to check that the rulebook is understandable before giving prototypes to publishers. So it’s often the last step in the process. I give them the best version of the rulebook that I can produce. Usually the rules have gone through many revisions and updates by then, so I hope the document is pretty robust. But blind tests ALWAYS reveal new things I hadn’t thought of before.
Less often, I do blind tests earlier in the process. These aren’t really to test the rulebook, but to test the complexity of the game. How hard is it to learn without me helping? Which rules are tripping players up?
Thanks for posting this.
Hi Adam! Random question, not really for this video:
How do you set up values for first prototype (as in, if players start with 3 or 7 cards? Do we play 5 or 10 rounds? Does each Something give 2 or 3 Victory points, etc, as im saying FOR FIRST PLAYTESTS as after testy of course you setcit up according to what you see playtests show.
Honestly, I take a guess!! And then I adapt rapidly (even mid game) during the first playtest. I certainly don’t worry about whether a game is “fair” at that point (how many VP each card is worth) or what the duration will be (number of rounds etc). We rarely play a first version to completion.
Hand size is a bit more pivotal because it can make or break an experience - being too restricted is no fun and that can make a game look bad when it might otherwise have been fun. So I’d try to place as few restrictions on players as possible - and introduce limitations later if needed.
@@AdaminWales thanks Adam, you are great!
@@AdaminWales I am currently doing an area control, think El Grande style or Mission Red Planet, that style of area control, with action cards associated with how many pieces player puts on the board... And yeah, how many to put on there is kinda pivotal and no clue what ballpark this should be. I guess "put anything, solotest, adjust" is correct but... my brain really wants to pin point it first
I have a video recommendation that I would really like to hear your thoughts on. My question is what size, scale, and complexity of a board game should a beginner first time designer aim to start with? Should I focus on a small simple game for a first time publish, or go for whatever I feel I really want to design?
It's a good idea. I've been focusing on reviews for a few months, but I'd like to get back into some of these topics over the coming months, so maybe I'll touch on this. My immediate thought is for a first time design, create whatever excites you the most! Making something small and simple is sometimes more challenging than making more complex games!
Great stuff!
The designer ultimately is responsible for the rulebook, period. You need an editor but you are responsible.
😍😍😍
When it comes to gendered pronouns, “he” is fine grammatically for referring to an unknown person in a technical context, like a rulebook. If you’re worried about female players feeling put off by this (though I’m not sure that really would cause offense, given how often most female players will have read “he” for unknown gender in this and many other contexts), “they” is fine even if your English teacher would be mad.
while i can’t say i’ve seen anyone be actively upset by the use of “he” in a rule book, but i have seen women be excited or glad that a rule book used non gendered language. on the grammatical correctness of using singular “they”, no english teacher is going to be mad, as it has been in active use for over 200 years at this point and is broadly accepted as correct.
Gender aside, know your intended audience. Anything that tries to appeal to everyone just gets watered down and losses any identity it could have had. For instance, I straight up say in the GM notes for the 2nd edition of my TTRPG that it is 'designed by and for those that like to have a beer, shot, or hit on RPG night', because it is literally wrote for a specific audience and I don't care if anyone else likes it or not.