Overread wrote:
IT is very true that a very high skill highly competitive COMMUNITY can be unfriendly or difficult for new people to get into. However that's a community element not a rules element. You can have the worst rules in the world with no competitive edge at all and still have a totally hostile and rubbish community.
You do need to be careful when writing rules that you don't get so strict as to create something easily weaponized by hostile players. I mentioned the difference in precision measuring above, but you can run into similar problems with overly precise sequences of events. Clear and strict wording is always good, but a lot of games benefit from less strict execution structures. Rules that feel good to play correctly can sometimes be more important than being clearly worded, though obvious both is best.
As for
PP.... there's a lot more going on with them than rule quality. The market has really been reshaped in a way that makes their traditional releases not really viable anymore both in terms of production and distribution. I fear we're seeing the end of the era of small independent game studios really competing with the likes of
GW and Asmodee. There's still a place for small games with a niche audience through direct sales and Kickstarter, but nothing of the scope Warmachine had reached and I fear what we're seeing from
PP is just the limit of where an independent studio can go through those channels.