How to Write Clear Rules (and game design documents)
How to Write Clear Rules (and game design documents), available at $27.99, has an average rating of 4.2, with 75 lectures, 1 quizzes, based on 25 reviews, and has 199 subscribers.
You will learn about Understand the purposes of rules writing Recognize "the enemy" of rules writers and what you can do about it Understand all the details involved in rules writing Benefit from actual examples Think about all the non-rules items you might include with the rules How and why rules are tested This course is ideal for individuals who are Tabletop game designers (and wannabes) or Video game designers who use game design documents It is particularly useful for Tabletop game designers (and wannabes) or Video game designers who use game design documents.
Enroll now: How to Write Clear Rules (and game design documents)
Summary
Title: How to Write Clear Rules (and game design documents)
Price: $27.99
Average Rating: 4.2
Number of Lectures: 75
Number of Quizzes: 1
Number of Published Lectures: 75
Number of Published Quizzes: 1
Number of Curriculum Items: 76
Number of Published Curriculum Objects: 76
Original Price: $27.99
Quality Status: approved
Status: Live
What You Will Learn
- Understand the purposes of rules writing
- Recognize "the enemy" of rules writers and what you can do about it
- Understand all the details involved in rules writing
- Benefit from actual examples
- Think about all the non-rules items you might include with the rules
- How and why rules are tested
Who Should Attend
- Tabletop game designers (and wannabes)
- Video game designers who use game design documents
Target Audiences
- Tabletop game designers (and wannabes)
- Video game designers who use game design documents
If you're doing it right, one of the hardest parts of game design is writing clear rules. If you mess it up, your game will be a dud, no matter how good the actual game is – because it won't be played correctly. How to write rules varies with your audience – of course. Polish the rules as you playtest.
If you're designing a video game for other people to produce (program, art, sound, etc.) then you have to write very clear game design documents if you want things to work as you envision.
This course is primarily about writing formal rules for games, usually tabletop games, but writing a game design document requires similar skills, as it must explicitly describe every possible interaction between player(s) and machine.
Review:
A other great course from Dr. Lewis Pulsipher. This is an one of a kind course on Udemy (the internet) about how to write rules for tabletop (board) games. All the do's and don'ts are discussed and more. From this course you will get some great tips if your planning to make a tabletop game your self. Highly recommend to watch. The teacher talks very clear and is easy to follow.
Jimmy Voskuil
Recommendation (from email to me):
"Last year I entered one of my games in the international Hippodice boardgame competition in Germany. Unfortunately I didn't make it to the final but did make it through to the first 33 (out 150) which meant it was playtested.
They were so good as to give me some test results feedback a few months later. One of the most positive points was with regard to the rules!
So I just wanted to thank you because by following your rules course, I picked up many things which improved the rulebook before I sent it off. Now I just need to use their feedback to improve the game some more – its overall score was good just not good enough for the final!"
Mark Bethell
Course Curriculum
Chapter 1: Introduction
Lecture 1: What you'll discover
Lecture 2: Introducing the Teacher
Lecture 3: How this class works
Lecture 4: Anonymous (if you choose) Voluntary Entry Survey
Chapter 2: What's the purpose of written game rules?
Lecture 1: The Tabletop Ideal would be . . .
Lecture 2: The Video Game Ideal would be . . .
Lecture 3: What are the objectives, what are you really trying to accomplish?
Lecture 4: Game Design Documents – and Alternatives
Lecture 5: Satisficing – the "enemy" you're faced with
Lecture 6: Writing: Put yourself in the reader's place (and try some "odd" readers!)
Lecture 7: Common errors in explaining in-person how to play a game
Lecture 8: Call a Spade a Spade – write plain English
Lecture 9: The "best" way varies with the audience!
Lecture 10: An exercise – write rules for a well-known classic game
Lecture 11: The differences between mechanics, rules, and descriptions -and game design docs
Lecture 12: Game design documents – and problems
Lecture 13: Game Concepts, Treatments, and other Marketing Documents
Lecture 14: Sea Kings first full set of rules 1377 words
Lecture 15: Sea Kings fifth set of rules 2917 words
Chapter 3: Writing the rules
Lecture 1: Rules Length
Lecture 2: Software for Writing Rules
Lecture 3: Tone of voice: passive/active, impersonal/personal
Lecture 4: Skimmers
Lecture 5: "Twenty Dollar Words"
Lecture 6: Sequence of Play versus Reference Rules
Lecture 7: "Close is good enough" is a bad motto, even though perfect is unattainable
Lecture 8: Britannia second edition Reference Rules
Lecture 9: Britannia second edition Sequence of Play rules (as rewritten by Fantasy Flight)
Lecture 10: Put "How to Win" up front to provide context
Lecture 11: Rules on the cards
Lecture 12: What can you not "legislate" against?
Lecture 13: One-page rule summary sheets
Lecture 14: Example: A one-page reference ("Quick Guide" to Britannia)
Lecture 15: Example: Player's Aid for "Pacific Convoy"
Lecture 16: An outline for Sequence of Play rules
Lecture 17: Drafts, drafts, and more drafts – it's not "write once and done"
Lecture 18: Use of graphics in the rulebook
Lecture 19: Editors and editing – and "developers"
Lecture 20: Overly Concise rules may be Incomplete or Incomprehensible
Lecture 21: How much repetition should be in the rules?
Lecture 22: Various approaches to writing the rules
Chapter 4: Testing and improving the rules
Lecture 1: Testing rules as you playtest the game
Lecture 2: People who make up their own rules without knowing it!
Lecture 3: Blind testing
Lecture 4: Distributing rules before the game is published
Lecture 5: "Living Rules"
Lecture 6: Don't make it easy for players to fail to follow the rules
Chapter 5: What might be in the rules, other than "rules"?
Lecture 1: Rules often missed or misunderstood
Lecture 2: Examples of Play
Lecture 3: A Play-through
Lecture 4: Example: Historical walk-through of the first two turns of Britannia
Lecture 5: FAQ (Frequently Asked Questions) in the Rules? No
Lecture 6: Optional Rules and Variants
Lecture 7: Strategy/Playing Hints
Lecture 8: Designer's Notes
Lecture 9: Learning Aids that aren't in the box (are online)
Lecture 10: Example: Quick "How to play Britannia" MP3 audio file
Lecture 11: Example: A text strategy aid posted online – for Britannia
Lecture 12: Example: A strategy hint audio aid posted online – for Britannia
Lecture 13: Flowcharts? Lookup Tables? No.
Lecture 14: The peculiarities and special cases of RPG rules
Chapter 6: Conclusion
Lecture 1: Rule Translations
Lecture 2: Pacific Convoy first full set of rules (2219 words)
Lecture 3: Pacific Convoy sixth full set of rules (3939 words)
Lecture 4: Online Resources
Lecture 5: 11 "Need to Knows" about Writing Well, Part 1
Lecture 6: 11 "Need to Knows" about Writing Well, Part 2
Lecture 7: Exit Survey
Lecture 8: Conclusion, and Where to from Here?
Lecture 9: All the slides used in this course up to 15 April 14
Chapter 7: Bonus Material
Lecture 1: "Bonus Lecture" – Lew's online courses and information sources
Lecture 2: Why I wrote my book "Game Design"
Lecture 3: What makes my "Game Design" book unusual or unique?
Lecture 4: 10 "need to knows" about writing clear rules (and game design documents), pt 1
Lecture 5: 10 "need to knows" about writing clear rules (and game design documents), pt 2
Instructors
-
Lewis Pulsipher
Commercially Published Game Designer, College Teacher
Rating Distribution
- 1 stars: 0 votes
- 2 stars: 1 votes
- 3 stars: 5 votes
- 4 stars: 7 votes
- 5 stars: 12 votes
Frequently Asked Questions
How long do I have access to the course materials?
You can view and review the lecture materials indefinitely, like an on-demand channel.
Can I take my courses with me wherever I go?
Definitely! If you have an internet connection, courses on Udemy are available on any device at any time. If you don’t have an internet connection, some instructors also let their students download course lectures. That’s up to the instructor though, so make sure you get on their good side!
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