I was talking with a friend today about a game I skimmed through recently that has fallen into the trap of overexplaining. It’s something I see in a few games, and it’s unfortunate because it’s also a trap that makes you do MORE work as a designer rather than less? So it’s like a double pitfall in a way.
Making the simple, hard, for no reason
When you overexplain an idea for your game, your potential players tend to do one of two things. One is they may imagine the thing you’re talking about is something completely different, or more difficult than what you are actually talking about. Two, they might imagine you are talking about something deeply theoretical, maybe not even real.
For example, a lot of gamers who play traditional RPGs believe that improvisation in play is some kind of expert or god-tier skill sometimes, and that’s mostly because a lot of traditional games spend a lot of time over explaining what a GM does, and mostly in vague, handwavey terms, which makes it seem SO HARD, when it’s not.
Funny enough, the -overexplaining- is often ther eason
Chasing lost causes
Now, part of the problem is trying to explain to people who effectively aren’t your audience. It’s another trap that’s easy to fall into; even assuming goodwill, there’s some portion of people who, for whatever reason, you will never be able to write something in a way they “get”. And chasing that small group and trying to over explain to them, will lose out everyone else you should be making the game for. (As someone who cut their teeth at the Forge Forums, I know this all too well. The Forge Theory posts bookmarked on the right are all my cutting away the cruft.)
Consider trying to teach CPR; there’s procedures and some advice to make it easy to memorize. Imagine some subgroup of people demanded to be educated on the full interaction of molecular science and blood chemistry before they would consider learning the basic steps. If you let them guide the course, what was a 2-3 hour workshop is now several years of college classes; and most people don’t learn CPR anymore (and, a lot of the people who made the demand, also still don’t.).
When you teach a game, if you can get it to where ENOUGH of your potential players get it, that’s fine. Perhaps several years down the line you might find better language to explain ideas and create another edition, maybe your audience puts together fan guides with advice, or blogs about how to best play your game. Hell, there’s plenty of Youtubers who make their living just giving people advice on how to play D&D.
Do this instead
- Explain the basic idea before giving exceptions/side cases
- Chunk up the information. If it looks like a huge block of text, it is.
- Introduce a general concept, give details, then summarize in reference locations
- If a side case takes several paragraphs to explain; consider just… not explaining it? Or an informal sentence? Maybe a side-bar so it can have it’s own space, if you must.
- A somewhat vague instruction (often Directive based ideas) can be made clear with examples
- Describing a hypothetical player or GM’s thought process in WHY they would choose one thing or another in your examples helps too
- If two ideas are connected but can’t be covered in the same section, include a short bit on the other idea and something along the lines of “This system works with That system, which you can read about in the X Section further in the rules”.
- Verbally explaining the game is a very useful tool for figuring out what people need to learn and in what level of depth.
Funny enough, there have been times when I’ve told my friends, “Here, just read the quicksheet I’ve made rather than read the rules” because I’ve seen games where the overexplaining has left them more confused rather than better set to start. And that’s assuming the size of the rules wasn’t an intimidation issue to start with.
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