Wrote a new blog today about how much setting should go in a rulebook. It’s different for every game, but I feel a lot of games put too much lore in with the rules.

I know it’s really hip to have your setting lean on your mechanics and vice versa, so neither works great without another, but I am more of a fan of rules that support tone and play patterns that reinforce genre more than specific settings. Probably mostly because I am not big on learning a lot about a setting before I feel good about running a game.

I also like to have lots of room to improv and make a setting my own. I know you can do that with any setting, but I just feel more confident doing that with less definition in the setting.

I could probably drop a little something more into my rulebook as a stinger to get people excited about what kind of fiction the game presents. I guess that could be interpreted as setting, or at least adjacent.

Curious about what other think about this topic.

https://infantofatocha.itch.io/chronomutants/devlog/572397/whats-a-paradox-war-anyway

  • Renegade@infosec.pub
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    11 months ago

    I think it depends on the game. I am studying the Blades in the Dark rulebook and really loving the detail. I think what makes a big difference is that the details provided feel like they would actually help with GM prep. This is a first for me. So many modules and rule books provide details while somehow being utterly useless. My advice would be to play test the system and only write down the kinds of details that actually made a difference in your prep and games. There is such a night and day difference I am feeling with this rulebook and I dont think its at all obvious to the casual observer. Got to get out of that author mindset and into a gm one. Thow out all that inspiration drivel and make actual facts out of the world that would matter and lead to plothooks for a campaign. … that is if you want to, generic systems are good too.

    • gary_d_pryor@lemmy.worldOP
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      11 months ago

      Blades is incredibly slick in it’s design. I think it’s the best example of modern design where the mechanics and lore lean on each other. Because of the way many of the setting decisions are designed in subtle clever ways to add to the play, it makes me intimidated to run it, because I’m worried I’m going to get it wrong and weaken my game. I would have to do a lot of studying and run it a few more times before I felt I was really getting it.