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Made in us
Dakka Veteran






I want to re- write my own 40k rules, mostly for the mental challenge and problem solving skills involved in actually developing it, more than anything. But I have trouble actually committing rules to paper. In practice, this results in a few specific problems

I have no idea how to format anything. For full disclosure, it is a, activation- based turn mechanic game. Each turn, a single unit is allowed to make any one action selected from a set list. Now, in practice, which elements should be presented in which order? do i explain damage resolution methods all at once, and then apply that to later actions or explain resolution methods as the relevant phase/ action comes up?

I also suck at wording rules in a way that avoids vague/ ambiguous language without also keeping my explanations succinct. When I read things back to myself, it comes off as condescending, like I am under some presumption that ten- year-olds are going to stumble upon my little project and immediately drop $1000 on a 40k army and convince the rest of their 4th grade class to start the hobby too.

What are examples of good rules writing i should look at? Does anyone know of any resources I should look for just for a conceptual guide?

I went to Hershey Park in central PA this year, and I have to say I was more than a little disappointed. I fully expected the entire theme park to be make entirely of chocolate, but no. Here in America, we have "building codes," and some other nonsense about chocolate melting if don't store it someplace kept below room temperature. 
   
Made in ca
Ancient Venerable Black Templar Dreadnought





Canada

Read rules you admire.
Look at the wording and how it is structured.

Write in broad strokes the "who", "when" and "where" as an outline of the procedure of the game.
Then get into the "how", the specific instruction to play.

I personally like the actual wording of rules separated maybe with a box around it and the casual language explanation and examples away from the rules so they are not confused.

Try this tutorial on a very popular, well written game: Advanced Squad Leader
http://boardgamegeek.com/thread/157922/aslsk-tutorial-part-1

See if this helps out.

A revolution is an idea which has found its bayonets.
Napoleon Bonaparte 
   
Made in gb
Lieutenant Colonel




@ Powerfisting.
I find its best to sort out the function first.
EG Start with a good idea of the game play you want to cover.
I find it helps to use a real world counterpart to base the game play on.As it keeps the interaction 'honest.'

As John Stallard said,''Fantasy war games are like historical war games at heart, just with a fantastic veneer of awesome art and narrative over the top.''

Then try out different game mechanics and resolution methods , until you get the level of game complexity you want, with the least amount of complication.

I find designers notes really helpful at the start of each section of rules , as it lets the player into the mind set of the game developer, and helps the players follow the rules they intended better.

I find the basic layout.

Game Overview.(What you want the game to cover /achieve.)

The Game Turn.(How players interact.)

Followed by listing the unit actions,( to show how units act and interact in the game.)
EG.
Movement.

Shooting

Assault,

Then round off with any extra elements you may want to add like morale/ command and control, off table support etc.

I have no skill at writing up rules , so I can offer any detailed help.But I hope the basic outline above may be of use?

   
Made in us
Using Object Source Lighting





Portland

Figure out why you like elements of games you like. Figure out why they're successful in your opinion or in general. Do the same with things you dislike.

At that point you should have an idea of what to do or not to. Have an idea of how that interacts with how you're designing things. Innovate if you can, of course. Get some ideas down so you can understand it, and then so others can. Then it's a ton of editing and testing.


My painted armies (40k, WM/H, Malifaux, Infinity...) 
   
Made in gb
Lieutenant Colonel




@spiralingcadaver.
Looking at lots of games gives you a wider range of methods to chose from.

However, picking your favorite bits from games that may work in their specific native set up.
Does not automatically give the the most efficient set of mechanics and resolution methods for your intended game play.

Having a clear idea of the game play you want to arrive at , can give you the objectivity to 'murder your darlings*' as J.T. calls it.
(*Eg not just use something because you like it, without looking at alternatives objectively to find the best solution.)
   
Made in us
Legendary Master of the Chapter






Keep
It
Simple
Stupid...

Personally i like reading it up as

Fundimentals (suuuuuper basic. so the basic game move shoot run)
Specifics (units and stuff)
Special (special rules and magic)

The order that GW has it is good.

Try to keep your Special snowflake rules down.

 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in us
Krazed Killa Kan




Homestead, FL

also how about hiring 1-4 people to answer e-mails all day long answering FAQ questions that would be nice huh?

I come in peace. I didn't bring artillery. But I'm pleading with you, with tears in my eyes: If you mess with me, I'll kill you all

Marine General James Mattis, to Iraqi tribal leaders 
   
Made in gb
Lieutenant Colonel




If you write rues focusing on game play , with clarity brevity and elegance.
F.A.Qs are not really needed.
   
 
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