"Unnecessary" rules


Well met friends,

So an astute player (or at least, an astute rules reader) has left a comment asking about the rule in the game that states (and states somewhat emphatically with it's underlining) that any diamond cards drawn should be removed from the games, and the purpose of this as s there isn't a mechanic around re-shuffling the deck.

In an earlier version of the game there was a mechanic where a player shuffled their deck when they returned to the lodge and though this got removed I left the rule about removing diamond suited cards in because I liked the symbolism of it; you've acquired something from the world of the game and as such it's no loner part of the game.

Winsome Heartwood is my first attempt at a TTRPG and now realise that I approached the writing of these rules in a different way than I would the rules to a table top board or card game.  I think in my head writing the game was the start of a collaboration between myself and the player where the end result was an experience, and the rules writing was only my part, with the player then taking  what they needed from the rules.

When I am writing rules for a card game, for example, I would never dream of having a rule that had no express purpose - if for no other reason than I know as a player I need to ensure I understand the mechanics and implications of rule set before getting underway - and am not sure if it is right that I approached the writing of TTRPG rules differently.

Perhaps it is because I'm not even sure if "rules" is the right word to use.  It's not that there are the rules and then there's the game; the document you download is the game, or at least the part I provide.

I think this is a somewhat rambling way of saying that I'm happy with the decision I made to leave the rule in - I could perhaps have made it clearer that there is not a mechanical reason for the rule to be there, or maybe changed the formatting to make it seem less like it was worth special attention, but then I feel that could be start of the path which leads to a far too prescriptive experience.

Either way, plenty to dwell on - especially as I am now in the early stages on working on a new TTRPG.
Until anon,
Ceri

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Comments

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It's true that rules for ttrpg's can be loose depending on the effect you want. However, the gap of why remove diamonds without a reshuffle mechanic interrupted my enjoyment because I ended up rereading the rules repeatedly to see if I misunderstood something. So I stopped playing the game because I felt I was doing something wrong and was being stupid. I doubt I will go back to the game, clearly according to this I am kinda dumb for not rolling with the rule gap and thus not a fit player for the game.

(+1)

I'm really sorry you felt that way, and that's the exact opposite of what I intended with the post.

I completely appreciate what you're saying about feeling like you've missed something, and I am exactly the same when it comes to reading rules.  I in no why would think someone was dumb for feeling they had missed something - and being made to feel like that is the absolute pits - but I also have to make peace with the way I chose to make the game and the fact that it won't be for everybody.

As mentioned I am new to this, and I enjoy thinking over this kinda of question in the hopes that it will help me improve as a designer.  I made a call while working on this game to not remove the rule but in anything I work on in the future I will keep this in mind and be sure I frame the question not only as "why should I leave it in" but also "why shouldn't I leave it out". 

I sorry you weren't able to enjoy the game, and your reasoning is clear and understandable.  Also appreciate your honesty and though I regret it came at you having a negative experience I have been given plenty to think on.

Well, I think plenty of other people will like the game. It has a good heart (hah) but yeah, it just isn't for me. I wanted to like the game so much, there's tons of potential, you know? It's a twist on journaling games I haven't seen before, but alas, it isn't for me. Perhaps another day and another game.