#WithGreatProduction 19 July 2015

So, at DEXCON, I mentioned to Clark Valentine that I had been designing With Great Power in character sheets and quick-starts, and therefore had effectively no “real game text” written yet. He asked for more details, so here it goes.

More than a year ago, the always-insightful John Stavropoulos wrote about how vital character sheets and quick-start rules summaries are for RPGs. They are the user interface of your game. Most likely, only one or two people at the table is ever going to read your game’s rulebook, but every single player is going have a character sheet. That is going to be their portal into the game world—the piece of paper they will be looking at all session long, every session. John’s point was that character sheets and quick-starts should not be treated as an afterthought to game text, but should take a central role in game design.

John is absolutely right. I’ve been trying to design With Great Power to work with dice for more than three years now. I’ve gone through ten major “restart from scratch” revisions. And all of that design work was carried out on character sheets, quick-starts, and notes to myself. I play and playtest games almost entirely at conventions. Getting simple, clear, quick-to-understand information into the hands of the players is vital. I need the players to know their options, have reminders at hand, and maybe even be a tiny bit inspired by the source material. Writing rules text gives me _none_ of that.

At least in the style of role-playing games that I design, when you’re at the stage of testing when you need to know if a set of rules actually does what you hope it will, precisely how those rules are phrased is irrelevant. Put a reminder of the rule on the character sheet. Summarize it in a bullet point in a rules summary. Jot yourself a note with any clarifications. If the rule helps players say interesting things during the actual playtest, then you can take the time to write it up, seeking out the right words to teach it through text. If the rule doesn’t achieve your goals, changing it is just a bullet point away.

Finished Hero Creation section. The Villain Creation section expanded considerably while I was writing it (I was going to put section on Villain Plans later in the text, but decided they should really be with Villain Creation), so I’m not quite done with Villain Creation, but I’m happy with the progress. Wrote a few sidebars as I went. Started on the playtester survey form, which I’ll fill in as I go.

Goal for Next Week:
Finish Villain Plans. Write the introduction to Phases (what they are, how they work, general guidelines), and the description of at least one of the four types of Phase. And more sidebars. I can’t write a game about superheroes without sidebars!

See ya in seven!