Searching the internet for help on my own rulebook, I'm appalled at how little discussion I can find (both here, and BGG) on the matter. I'd like to try to start a good discussion now. Below are my questions. Even if you can only readily give input on a few, I would greatly appreciate any help, and it would probably help other users with similar problems in the future.
Personal prefacing info --
I'm currently working on my first major design. The project is nearing completion, and I'm going to start a final round of blind play-testing soon. As mentioned above, the current dilemma is the rulebook. I've sunk about 500 hours into it (which included me struggling to learn Illustrator– a worthwhile skill in its own right). It started out as very minimalistic 8 sides, 20x26cm, and has now blossomed into a 12-side, 28x28 monstrosity. (For reference, that is the size a FFG big box rulebook, like Descent or TI3. It is exactly the same size as the 7-Wonders book). I've looked at a lot of rulebooks, and seen some good ideas, some of which I've borrowed. But I keep becoming unsure about things, like which font to use, which font-size, if rigid columns are the way to go (probably), how many examples, how much fluff to integrate into the rules text, if extra blank space is wasteful or lightening, integrating art, etc. As I look over rulebooks from other games, I'm surprised how god-awful some of them are, even for very popular games from very established companies.
The questions:
1) What are your personal favorite rulebooks? Any specific reasons why?
2) Many rulebooks suffer because they are written for experienced gamers, not for light-players learning the game. These are usually sterile, jargony, fluffless, and have walls of text. Other rulebooks suffer because they are written primarily for inexperienced gamers, which end up leaving many grey-areas in the rules because of a lack of clarity or thoroughness. There are good arguments for each side.
a) What is a good balance here?
b) What about the case of a mechanic that is simple at its core, but may require large amounts to text to thoroughly clarify interactions or timing (e.g many Magic: The Gathering mechanics, such as banding or trample are like this). Should the 'basic' rules text be located in the same place as (immediately proceeding) the thorough explanations that veteran players may need? Or should clarifications on mechanics go elsewhere?
3) Should you include examples in the case of rules that are so simple that they don't really need them? (As a general rule, example are good, but more examples can put more text on the page, which can be visually daunting. Also, space is money.) How intelligent should you assume your readers will be?
4) What do you think about a 'side-strip' occupying a side 1/4 of a page, that parallels the rules with skeleton rules, examples, pictures or definitions? (Many Rio-Grande game rules have this).
a) What is the best function of this?
b) Where should it go? Most visually obvious is the outer edge of the page, but that will mean that it will be the left-most material on left-side pages. Inside edge of the page has the same problem in reverse. Rio Grand puts it always on the right, which makes the page-spread asymmetrical.
5) Sometimes the mechanics that need to be explained first are integrated with other mechanics.
a) If while explaining one mechanic, another one needs referencing, is it acceptable to simply use the latter word/name and let the reader simply wonder what it is for a few pages? Or should an explanation be given immediately?
b) Sometimes, for the purposes of helping new players see the whole scope of the game, rulebooks make incomplete, greatly-simplified, or even misleading statements early on and clarify them later. Is this acceptable? (For example, would it be acceptable Lords of Waterdeep rules to state that "In order to gain Victory Points, players must complete Quests"––to help new players understand their initial objectives––even though there are several other normal methods by which players can gain small amounts of Victory Points ?)
6) Fonts:
a) How small a font is too small? Race For The Galaxy uses something like 6pt or 8pt Times– it's small, but perfectly legible. Bigger fonts mean more space, which means more cost.
b) In terms of looking more inviting to new players, does the extra ease of reading larger font make up for the fact that all rules-text now looks longer?
c) Serif/hooked fonts (Times New Roman, Garamond, common in literature) vs sans-serif fonts (Arial, Helvetica, common in instructions and technical writing). Both are used a lot. FFG uses almost entirely serif fonts. Small companies usually use sans-serif.
d) Should theme/fluff dictate fonts? (or any other rulebook considerations?)
7) How important do you feel the following aesthetic elements are?
a) Rule sections are not interrupted by a page-break, such that a section is split across 2 pages.
b) Rulebook pages contain background art/texture (as opposed to a blank space behind the text.)
c) Pages have a thematic, decorative border.
8) Many rulebooks devote the entire cover page to art. Some put art only in an upper section and then have preliminary rules (set-up, fluff, components) below. Some jump straight into the rules. What is the best way to use this page?
9) The following things are very space-consuming, but can be very illuminating to new players.
How much importance to you think the following things have?
a) A narrative example of a game turn.
b) A narrative example of a whole round, including intercut illustrations of how the board looks after each turn.
c) A picture of a game in progress (complete with piles of chits, player hands, etc)
d) Glossary
e) Index
f) Strategy tips for new players
g) 'quick-start' rules that encourage people to play before they full understand the game.
10) Lastly–– Is having a good rulebook really that important? There are many, many successful games with poorly-written, visually-confusing, ugly rulebooks. Of the ~100 games I've played, I think I have only learned ~5 by reading the rulebook by myself–– the rest were taught to me by someone else. How does a good rulebook compare with other factors, like price or component quality?
11) Specifically for my rulebook-- I've put a sample page here-- which is the first page after the Game Overview and Set-Up rules. (The game has a pre-WW1 espionage theme)
https://docs.google.com/open?id=0B1NzQcBbnHN0U1IxbXRDLWN1VnM
(You will probably need to download it; the preview quality is wonky and distorted)
Here are some things that I'm doing in my rulebook that are a little different than some–– I'd love some feedback.
a) Each section heading is accompanied by a blurb of what that mechanic means in terms of theme/fluff.
b) I've tried to break the rules text down into bite-sized chunks, so that it will be easier for light gamers- usually 1-sentence paragraphs.
c) Each time a game-term (jargon word) is used in the rule text or example text, it is given a different font. The idea is to make it so that the reader can associate interconnected elements more readily, and never be confused about the meaning of terms. Unfortunately, it is sometimes visually jarring.
d) I've included a side-strip which is for brief definitions, component illustrations, and . This is intended mostly for people who have played the game once or twice, and need a quick definition or more clarification.
Any input would be enormously helpful. If I don't get much response here, I may post this on BGG.
(Also, if anyone would be interested in playtesting a medium-weight 90 minute spy-themed psychological strategy game in the next couple months, feel free to contact me!)
cheers
Thanks for the replies so far. Generally, very helpful.
Question:
While finishing up a section of writing and graphic work on a certain rule topic, you find yourself with a bit of space left on the page.
a) Leave it blank – Gives the text room to breath and makes the book seem less overwhelming.
b) Art – Art, especially art relevant to the section topic, helps readers connect with the theme, and reinforces mechanics with visual images.
c) Show Topic Components – Include some pictures of the tokens or cards relevant to the topic (components shown or discussed in previous sections) so players can more easily visualize the interactions described in the rules.
d) More examples – You can never have too many! (or can you...?)
e) Write some fluff! – Explain the section mechanics thematically, or provide 'notable anecdotes' of things that have happened in the world of the game. Makes for better second-reading!
f) Clarify rules – Use the space to add some lines to clarify potential misunderstandings, or anticipated errors that new players might make because of common presumptions.
g) Strategy tips – Put a little box in with some very basic ideas for new players about how they should approach the topic/mechanic from a strategic level.
h) Review/Summary – Write a sentence or two recalling earlier rule topics, to better help readers understand how this topic/mechanic fits into the game as a whole, or summarizing 'everything you've read so far'.
Whaddya say?