This is the second of a three-part
rant discussion on things publishers do that turn me right off their role-playing games.
- Part 1: First Impressions
- Part 2: Readability
- Part 3: In Play
[Edit: Traduction française disponible chez ptgptb.]
Naturally, a single mistake probably won’t do it unless it’s ginormous and egregious, but a few too many and I’ll move on to the next game on my long wish list.
2. Readability
A big challenge in role-playing games is that they are usually read several times in greatly differing circumstances.
- The leisurely reading you do on the bus when you just received your book from a Kickstarter campaign.
- The selective reading you do to familiarize yourself with the setting and make a character for next Friday’s meeting with your gaming group.
- The studious reading your friend is doing to prep for that same game as game-master.
- The frantic reading in the middle of a game session to locate a particular piece of information or interpret a rule.
I know first-hand how difficult it can be to address all these needs; for example, a book may be perfectly well organized to present the setting information in an orderly fashion, but make it a nightmare to retrieve in a hurry at the game table. Today, I want to examine the ease of reading proper, all the kinds of reading we do when we are not actually playing.
Continue reading “How to discourage me from playing your game – Part 2”