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FFG Rulebooks
- Sagrilarus
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Fury of Dracula's rules don't have a solid connection to the narrative of play, and at times you have one hell of a hard time figuring out where the rule you want to reference is. You can remember it's there, but you can't find the damn thing. I always confuse the Headlines rule in Fury with the Headlines rule in Arkham, but in Arkham I can find the special rule on the cards. In Fury I have a devil of a time finding it. All in all I think their books have gotten better, but there's still room to grow. After I wrote an article on writing rules years back one of their designers contacted me for a review, but the communication abruptly stopped, perhaps because I indicated that hours of work marking up a big rule book might require me to get some level of remuneration for the effort.
S.
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black inferno wrote:
What do you notice? That's right: you. You notice clear, conversational instructions that are directed at you because they're expressed in second person indicative or imperative.
Preach it, brother! I've been a tech writer for almost 20 years, and every online help system, user guide, and instruction manual I've ever written has been in the second-person.
To be fair, it's not like FFG has the corner of the market on shitty rulebooks. Plaid Hat's Mice & Mystics has probably the worst rule book I've ever encountered. Even the storybook is pretty bad. It reads like some crappy fan-fiction.
Why do companies go balls-out on graphic design and physical components, but then not hire a decent writer and editor?
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- Sagrilarus
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Joebot wrote: Why do companies go balls-out on graphic design and physical components, but then not hire a decent writer and editor?
Softball question of the week.
Because the vast majority of purchasers are more impressed by bling bling than content, especially at purchase-decision time, and often at Internet chat time. Graphic Design sells games, the primary goal of every publisher on earth.
S.
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- san il defanso
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I haven't played Arkham Horror for a while, but even when I was playing it all the time I had to have a flowchart glued to my hand at all times. I'm not sure if that's the fault of the rulebook or the game itself being so busy. I also admit that it could just mean I'm a dummy. Fury of Dracula, like Sag said, has a weird layout. Although in that case, I'd much rather there was a player aid with all of the encounter token effects printed on it so that everyone could see them all the time. That's less a rulebook issue.
Death Angel, if I remember, had a weirdly obtuse rulebook. All of the rules were in there, but a couple of key elements were thrown in odd places.
But overall I have never had too much trouble with FFG. I think the problem is more that they can be exhaustive in their detail, which is a big problem in games like Wiz-War.
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- san il defanso
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Sagrilarus wrote:
Joebot wrote: Why do companies go balls-out on graphic design and physical components, but then not hire a decent writer and editor?
Softball question of the week.
Because the vast majority of purchasers are more impressed by bling bling than content, especially at purchase-decision time, and often at Internet chat time. Graphic Design sells games, the primary goal of every publisher on earth.
S.
And if your story is any indication, they clearly expect to find someone to write and edit rules for free.
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- Michael Barnes
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- Sagrilarus
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San Il Defanso wrote: And if your story is any indication, they clearly expect to find someone to write and edit rules for free.
Technical writers get no respect anywhere. They're considered whiners and interlopers that make you work harder than you think you should have to. They're indispensable for companies producing complex products, but their English degree and generally late assignment to the project means they don't get the level of credit they deserve.
I have other stories about the results of that article, where I did the work for smaller efforts (promised small rewards in return for my efforts) and got nothing. No more gentleman's agreements for me.
I could very easily see three people in a meeting room at a game publisher, one making the observation, "someone will do this for us and post it on BGG." It just makes good business sense to not pay for something that will happen either way. The graphical efforts -- those need to be done in-house. No one is going to create the kind of artistic display that you see in FoD or AH at no charge. At least I haven't seen one to date.
S.
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The issue is that they take a very simple game and some how create a 20 page rulebook for it that takes two read throughs to grasp.
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I think this sums it all up in a nutshell. I've never looked, but I bet there are rules summaries/cheat sheets for games like RUNEWARS that consolidate it all down to like 3 pages.
That said, I can't recall too many rules ambiguities or questions I couldn't find the answer to once I searched the PDF. Their lack of indexes are annoying, but they are hardly alone in this regard.
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That said, I want to "hear, hear" on the DEATH ANGEL rulebook--it is laid out like their are teams for Marines and Genestealers--putting the rules out of turn order when the Genestealer Attack rules come before the Marines Do Their Thing rules, even though Genestealers attack AFTER. And Travel seems to be in a different place every time I try to look it up.
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