Editor in Chief Bill | 09 Nov 2018 12:01 p.m. PST |
You were asked – TMP link How Much Designer's Notes/Playtest Notes Do You Want?(Specifically, for a scenario.) 16% said "paragraph" 13% (tie) said "full page" and "two pages" 7% (tie) said "half page" and "on the website" |
arthur1815 | 09 Nov 2018 2:56 p.m. PST |
A paragraph is not a measurement of length! |
Wargamer Blue | 09 Nov 2018 6:17 p.m. PST |
It's a big win for the 84% who don't want a paragraph. |
Levi the Ox | 10 Nov 2018 12:20 p.m. PST |
…Yeah, these figures indicate that more than half of players polled want *at least* a paragraph somewhere, and a solid third want more. |
UshCha | 10 Nov 2018 9:39 p.m. PST |
I sometimes add a note if a scenario is attempting to get one side or other to experiment using a particular tactical approach, a sort of hint on how and why of the solution. However a good scenario should have a sit rep to orient the scenario in context so really, generally why would you need designers notes unless you are adding extra rules, generally I try not to? Occasionally rules of engagement may be required but they are an intrinsic part of the scenario. |
McLaddie | 12 Nov 2018 10:33 a.m. PST |
It certainly isn't length that is the issue, but content. IF a goal of a rules set is to model real world conditions with an abstract game, that ONLY WORKS if the players know what is being simulated. Guessing what a rule is supposed to represent is a fool's errand considering how much history could be represented in just one rule. Listen to what this reviewer says about a GMT game that has an entire 'Reference Book' detailing what is being represented and what it means to him in playing the game. YouTube link He starts at minute 3:44. Does a historical wargame meant to represent actual battle need an entire reference book? No, just enough so players know specifically what they are modeling with the rules, otherwise players are just playing a game in ignorance. |
Elenderil | 13 Nov 2018 7:03 a.m. PST |
The secret to good game design is not what to put in but what to leave out. A designer can't include everything and keep the rules workable. As a result they have to decide what action triggers and decision points to model. As McLaddie says the designer's notes should tell me what those choices were and what the rules focus on. I also like some indication of what (if any) real world primary sources influenced the design. |
McLaddie | 13 Nov 2018 8:57 a.m. PST |
I also like some indication of what (if any) real world primary sources influenced the design. Elenderil: +1 Yes, because, bottom line, that is what is being used as the 'real world' template for the game system. And as there is so much history out there, gamers need to know what those obviously limited amount of 'real world' is included. That is what I mean by 'specific' information. I can't tell you how many times I have read 'recommended reading' or 'brief bibliography' lists at the end of the rules etc. which include books that clearly contradict what the game is doing… So, what information was used? |
Rudysnelson | 23 Nov 2018 6:25 p.m. PST |
Considering the publisher wants as few pages as possible and in multiples of four, that will impact notes more than anything. When you have to edit to reduce the chapter to a page with no overflow, notes are the first to be edited. The way to get more notes is to use them as filler on half pages or three-quarter pages. |
McLaddie | 02 Dec 2018 4:15 p.m. PST |
Considering the publisher wants as few pages as possible and in multiples of four, that will impact notes more than anything. When you have to edit to reduce the chapter to a page with no overflow, notes are the first to be edited. The way to get more notes is to use them as filler on half pages or three-quarter pages. Rudy: Wanted to say I agree. It really doesn't matter how the information is gotten to the gamer, just that it is. Publishers don't limit the rules all together because they want to have as few pages as possible. IF, and only IF, the publisher is interested in actually publishing a functional simulation for consumers, that information needs to be there. Gamers need to know WHAT exactly the game is supposed to simulate if they are going to actual participate in the simulating. Without that information, the exercise is 'just a game.' |