Okay, I see your point. I think however that the Lumpley Principle applies (if you don't mind me wielding it here) and the game is not the whole of the system.
I've mentioned this in A&E and I haven't got any really good solutions, but I do think that a gaming text has to serve two roles. Firstly and perhaps more importantly as a teaching text and secondly as a reference work for use during play. For sufficiently straightforward and simple rules the second role may be unimportant.
So for any game, and particularly for games with complex rules or ones that take a new approach or deliberately depart from the traditional methods, the rulebooks need to be clear and laden with examples. Without that we can't see what the rules are trying to achieve or incorporate those rules into the social systems that exist in the gaming group to make the overall system.
no subject
Date: 2006-01-23 09:32 pm (UTC)I've mentioned this in A&E and I haven't got any really good solutions, but I do think that a gaming text has to serve two roles. Firstly and perhaps more importantly as a teaching text and secondly as a reference work for use during play. For sufficiently straightforward and simple rules the second role may be unimportant.
So for any game, and particularly for games with complex rules or ones that take a new approach or deliberately depart from the traditional methods, the rulebooks need to be clear and laden with examples. Without that we can't see what the rules are trying to achieve or incorporate those rules into the social systems that exist in the gaming group to make the overall system.