If you want to play games more
advanced then Chutes and Ladders, Connect 4, and Battleship, prepare to do a
lot of reading. Once you venture into the realm of adult-oriented board RPGs,
tactical games, board games, and card games, you will discover—as I did—that
there is a lot to read and a lot to learn. Get ready for a rant on how poorly
most rules for many modern hobby games are written and/or organized. Be aware
there is some light at the end of this dark critique. If my rant becomes
tedious, skip ahead to the part on the Star Wars d20 RPG by Wizards of the
Coast. That rulebook stands out to me among many I have read.
Writing pays the bills here, so I
am not unfamiliar with how to write coherently so that what I am attempting to communicate
is understood clearly and simply. My wife is not only a writer of textbooks for
grade school and middle school students, but she is an editor too. I myself
have written almost a dozen books on a variety of non-fiction topics for middle
school students. Before writing sucked me in, I was also a full-time graphic
designer for over a decade. I dealt with layout, type, and created art for
apparel, print, and web design. Aside from just tooting my own horn, I am
laying down some credentials before I tear into a few of the rulebooks I’ve
read for the games that I enjoy.
For a game to be played by new
players, the rules need to be written simply and presented clearly. The writing
should be at a reading level so that the full age range the game is marketed to
will be able to comprehend it. Oddly, even with a background in graphic design
and writing, I find many of the rulebooks cryptic and poorly laid out. The
writing is not necessarily bad, but often tends to be jumbled and scattered
throughout basic rulebooks, making understanding simple concepts complicated.
The first example I’m going to give
is the Players Handbook for 4th
Edition Dungeons and Dragons. Having never played the game properly as a
kid, I started reading the 4th edition book so I could grasp the
rules and play the game with my family and friends.
The book opens with Chapter 1 How To Play on page 4 but does
not explain the very simple core mechanic of the game until page 11, over 4000
words later. Now while some of the words between page 4 and page 11 are
certainly necessary, there is no need for them to be bunched all up front
before the game’s core mechanic is explained. I’m sure the big wigs at Wizards
want as many people playing D&D, as the law would allow. Simply written
clear rules for new players is a must!
Another example I found
completely insane was the term [W] that I kept coming across throughout the
book. There are so many abbreviations in D&D that it can make anyone’s head
spin. Still, once you know what they are, they are quite easy to remember. What
exactly does [W] stand for, I kept asking myself as I searched throughout the
Player’s Handbook? I looked and looked and looked. The [W] abbreviation is
littered throughout the book perhaps hundreds of times. I tried using the index
but there is no abbreviation index. Finally after skimming through the book
dozens of times I came across the mysterious [W] explanation on page 276! The
book states there that: “Weapon
Damage Dice: A [W] in a damage expression stands for your
weapon’s damage dice.”
I was so happy I finally found it and was aghast that
the book would define something so important that is referenced so much
throughout, so late in the text. The information was there, thankfully, but
there was no easy way to find it. Rulebooks are not like novels that you read
through from page one to the end and that’s that. Scattering information throughout
the book might often be necessary due to the content, but if information is to
be scattered there needs to be a better way to access that information. Better
indexes, abbreviation charts, and other helpful features can help solve this.
My problems with the D&D Players Handbook do not
end there. Character creation is scattered all throughout the book. While the
information for the many races and classes may dictate the layout, comparing
the differences between the races and the classes is far from simple because
the statistical information is never conveniently presented in small
comparative charts. Quick character generation by hand for casual players is
difficult at best. I wound up using Excel to create a few handy charts that
conveniently showed information that was scattered throughout the book. I even
wound up rewriting the rules simply, minus the thousands of words of mumbo
jumbo, for my son and myself to keep handy.
I have been reading Wizards of the Coast D&D Next
playtest material over the last few months. My feedback, aside from nuanced
rules preferences, is that they should attempt to make the rules, whatever they
are, simple. Getting complex is not a big deal. Many gamers thrive on complex
rules. I just suggest that the books go from simple to complex. I also
suggested a better index, more charts clumped all at the beginning of the three
basic guides, and a good abbreviation index or chart, too.
Unfortunately, I have found many poorly-presented
rulebooks for great games. Tannhäuser by
Fantasy Flight Games is another example of a very cool game with poorly-presented/written
rules. Finding simple information such as why the character tokens are ringed
in silver or gold was difficult. The fact that the Reich cards are similarly
colored gray and the Union cards are beige made any logical color association
assumptions even harder. The index did not help. On page 5, the rules explain
that the objective tokens have the gold and silver rings for primary or
secondary objectives. Equipment Tokens are described right above on the same
page. I was mystified about why it was not right there at that exact spot, the
rules do not explain that gold represents heroes and silver represents troops.
The fact that this silver and gold color delineation is the same for Reich and
Union despite the fact that Reich and Union can never be on the same team is
also another mystery. It might be because the objective tokens can be used by
both sides, but a small symbol for HERO (gold) or TROOP (silver) might have
worked better so that REICH and UNION would not be confused. The section that
explains that: "Each team is comprised of three Heroes and two
Troopers" makes no mention of the gold silver rings that help you know who
is a hero and who is a trooper. It also does not mention there that heroes have
one more row of characteristics that make them more powerful. This is listed
later on page 11.
Again, like D&D, all the information is there. It
can all be found and pieced together. Eventually. It's just organized so poorly
that I can only assume that someone who knows how to play the game very well
probably wrote the rules. The writing assumes that the reader already knows
information that is eventually listed somewhere but not where it logically
should be. Sure, once you know how to play it all makes sense but getting there
alone, and without people who already know how to play sitting there with you to
explain, takes a while.
Very early on pages 6 & 7 of the Tannhäuser rules add
supplemental information for an expansion pack. Why this is printed right in
the front is odd. Another problematic aspect of this game is that supplemental
character packs come with new tokens and rules additions that require you to carefully
save more small ephemera that will definitely need to be referenced during game
play. If these pieces are lost, believe me, you will be too. I could go on and
on about Tannhäuser, but I'll spare you. It’s a good game. It has great
miniatures, a wonderful story, and a fantastic Pathfinding System for line-of-sight.
It just suffers, as many games do, from poorly-presented rules. The revised
rules should be revised again, rewritten from scratch in a logical and easy to
understand way. A token chart or game board is needed for quick reference
during game play. Also all rules that are added with supplemental materials
should be added to the basic rules or made available as PDF charts online. As
well, the rulebook should be reprinted in hardcover. Any game worth its salt
needs a hardcover book. Softcover is not going to last, especially since the
rules cannot just be read and left behind. Unless you are some sort of wizard-like
savant, you will always need all the printed material close at hand.
Fantasy Flight Games (FFG ) in general tends to
produce very complex games. I’m not going to go into detail on every game I
have from them, and list all my problems. It would take too long and much of it
is personal preference. I will just talk about the Warhammer Fantasy Roleplay
(WFRP) game by them since I have been actively reading the source material
recently.
FFG tend to produce games with lots of cards, custom
dice, and a zillion cardboard punch-outs. Keeping any game purchased from them
organized requires the additional purchase of holders for all the tokens. I’m
on the fence about all this extra crap. Once you know the games it can make it
fun, but I tend to enjoy less junk. Dice, miniatures, maps, character sheets,
and even cards are enough. Once you start to get into multiple decks of cards
at different sizes, as well as hundreds of different tokens, it gets kind of
crazy. I can see eliminating all that extra crap where each player has an iPad
for keeping track, but not everyone can go get an iPad. Still, FFG should
consider apps to eliminate the extras for those who want to. They already have
a nice dice app for their Warhammer Fantasy Roleplay game. It’s a good app and
is easy to use. Since the custom dice for WFRP are hard to find, this app
helps—not hinders—the game.
I still am finding the learning curve for WFRP to be
quite steep. Many online say the game is dumbed down from earlier versions.
Maybe I’m dumb? An RPG with so much extra ephemera is quite complicated to me.
I’m pressing onward. I like the ideas. I want to learn, but it’s not coming
quickly and some of the problem, again, is the rules. The WFRP rules are
written better then the Tannhäuser rules, but still could use some help. In
defense of FFG and my complaints with all the tokens and cards, I was happy
that WFRP does have a section called WFRP Lite. It explains how the game can be
played without all the extras and just a few books and some pen and paper. The
website forum has a section for house rules, too, where people can show what
modifications they have made. I like this. I appreciate that they are embracing
different ways to play one game. Many people create house rules with all
variety of games, but it’s not always officially sanctioned. Still, above all, I like to learn the rules
before I break them.
So here is the light at the end of the tunnel I
promised. Recently in our never-ending quest for miniatures I bought a huge lot
of Star Wars RPG minis off Ebay. We use many minis for home-brewed games all
the time, so hundreds of creatures from the Star Wars universe could only help
with RPG gameplay. Finally I became curious about the actual rules for the Star
Wars PPG itself. I figured we already have all the minis, I may as well track
down the rulebook. After some research I decided the book to buy was the Saga
Edition Core Rulebook. The books are no longer in print so I had to get them
off Ebay. With some digging I got one for not much money at all. When I got it
in-hand and started to read it, I was happily surprised.
The Star Wars Saga
Edition Core Rulebook by Wizards of The Coast is the most clearly-written rulebook I have come
across yet. The book itself is a square and only 286-pages with a 2-sided
character sheet and a 2-sided, full color map. The contents are on page 3. A
very well-written foreword by Christopher Perkins is on page 5. A simple
introduction is on page 7 and then the book does what it should do. First off,
it’s not cluttered or printed over a faux background or anything fancy. There
are not numerous blocks of multicolored text or anything uselessly distracting like other
rulebooks have. It’s just simple black text on white paper. Each section
heading is printed in a larger, bold, easy-to-read sci-fi style font—also in
black. It’s very easy to read. It’s very easy to understand what each section
is going to be about because it's well written too. It’s a very easy book to scan. The margins get slightly
fancy with a decorative bar that lists what chapter you are in, page number,
and what the chapter is titled. There is also a very simple and convenient
color-coding system for each chapter in this margin. It’s decorative and
useful. It looks nice but it can also be used to quickly help you scan the book
to where you want to be. It’s exactly where it should be too, right where your
thumb would go if you wanted to look through the book quickly. This is nice.
The introduction tells you how to play the game as
well as explaining the layout of the book in 9 short pages. This was very nice
to see. Chapter 1 has not even started and the entire mechanics of the game
have already been explained simply. Anyone who reads those introduction pages
will know how to play the game, if they want to try playing the game, and what
they need to do, step-by-step, to continue onward. Next in Chapter 1, in three
short pages, character abilities are explained. Each ability has its
abbreviation listed boldly right next to it in the section heading. Wow! Ability
modifiers are explained, as well as how to generate ability scores. The book’s
first real table is printed here and it’s listed as Table 1-1: Ability
Modifiers. These tables are referenced throughout the book and their exact
number heading is used to help you quickly locate them. They are also always
printed the same way, in gray with alternating gray and while bars to make them
easy to find. Tables in the D&D 4th Edition Players Handbook
have no such system. Odd. Same company–different ways of doing things. Huh?
Chapter 2 is for Species. A handy table is listed
right up front with all the basic species and their Ability Adjustments. Then
all the species are listed in the following pages. No species takes up more
then ½ a page. There are a lot of species but you can easily flip through them
quickly.
Chapter 3 is for Heroic Classes. We are only on page
35 and already we are having the various classes explained. The D&D 4th
Edition Players Handbook is chaptered just like this, just not written as
clearly and concisely. In the D&D book, the classes start on page 50 and
end on page 175. Then skills start on page 176! In the Star Wars book you are
reading about skills on page 57. I know many will say the D&D book has more
information. D&D is more complex. D&D is for serious gamers. All of
that is nonsense. There is no reason why the D&D book cannot be written as
simply and as economically as the Star Wars book.
There is a reason the Star Wars book is written so
well. The reason is George Lucas and Lucas Books. Star Wars is not owned by
Wizards of the Coast like D&D is. Star Wars is a license that Wizards needs
to pay to use. It is expensive to get the Star Wars license for anything. I
know. I used to work for a T-shirt company that made Star Wars shirts when
Episode 1 came out. You could not just throw together any old design and run
off 10 thousand T-shirts, willy-nilly. You had to get everything approved and
often times make changes that came from the people at Lucas Licensing. Star
Wars is a big deal. They care about Star Wars. Anything that is officially
licensed from Star Wars all needs to adhere to a certain level of quality. That
level of quality is very high. Mostly.
Sometimes garbage gets through the system, but for the most part Star Wars
products are a cut above.
My speculation is that the reason the Star Wars RPG
book is the best-written game guide I have yet to come across is because of the
people at Lucas Books. I’m sure they did not take anything for granted and made
sure that the game mechanics were explained for a person who was brand-spanking
new to RPGs. Perhaps even the people at Lucas Books were new to RPGs so they
made sure the book was understood by themselves. The result is the finest game
guide I own. Say what you will about Star Wars, Jar Jar Binks, and whatever
other criticisms you might want to pepper Star Wars with. The Star Wars Saga
Edition Core Rulebook is the finest rulebook I own. It’s the high water mark
that all other rulebooks should aspire to. I wonder if Wizards even knows what
they are sitting on. The D&D Players Handbook is sure not instilling me
with confidence that they do in fact know what they have. Further troubling is
that the © for the Star Wars book is 2007 and the D&D book is 2008. This
means they had already produced this gem before the D&D book. Yikes!
I hope Wizards reads this. I hope they take notice.
Use the Star Wars Saga Edition Core Rulebook as a guide for all other rulebooks
you might ever produce. It’s gold. It’s Jedi caliber.
I know it’s not a fluke either, because I have The Force Unleashed Campaign Guide from
the same series and it too is laid out and written just as well. I’m now
tracking all the books from this series down on Ebay. They are a must-have for
any gamer. They also do a great job of explaining the d20 system. Once you read
the core rulebook you’ll easily grasp any d20 game.
Lastly, I’d like to write about current Clone Wars
action figures by Hasbro. Hasbro is should be noted, owns Wizards of the Coast
now. A recent purchase of a random Clone Wars Battle Droid came with a Galactic
Battle Card with stats on it and a custom black d6 die with gold symbols on it.
A tiny, tiny instruction “manual” also came with it detailing a simple battle
game that can be played with Star Wars action figures from this series. The
stand has a slot to insert the card into. This is a great little game and a perfect
way to get kids into RPG-style battle or strategy games. The card has the d6 symbols
on it for the results and there is nothing else to it. Figures, cards, one d6,
and an instruction paper the same size as the card. Go grab a few Clone Wars
figures and get playing. Customizing this for a home brew RPG with figures you
already own would be quite simple, especially if you grab the Star Wars Saga
Edition Core Rulebook off Ebay.
–A