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TTRPGs Should Read Like Magazines

How Moonlight on Roseville Beach schools the indie ttrpg industry.
I work in magazines, and I've always been adamant that table-top role-playing games should take more lessons from magazines. Magazines have had more than 100 years to develop a visual language of how to lead the eye to absorb dense information.

Read the whole blog https://www.radiojamesgames.com/post/ttrpgs-should-read-like-magazines

Comments

  • This guy has no idea what he's talking about.

  • @Panjumanju said:
    This guy has no idea what he's talking about.

    Hey, your here! Welcome. The automation on this isn't perfect. The plan was to do the occasional update like the above and swap it to you when you joined.
    It reminds me to go read your blog :)

  • It reminds me to go read your blog :)

    Reminds me I need to write some blog...

  • edited March 30

    I kind of disagree on the magazine idea, unless the game has a very organic mechanic. Otherwise, unnecessary prose and pictures when all you want is data can make finding what you need in the rules tedious.

  • @DaveP said:
    I kind of disagree on the magazine idea, unless the game has a very organic mechanic. Otherwise, unnecessary prose and pictures when all you want is data can make finding what you need in the rules tedious.

    I think the trick is that RPG books serve many masters in terms of a reader's lense. Here's a some ordered by exposure to the product:

    First blush appeal -- i.e. the vibe on a flip through.
    Inspiring text and art -- i.e. makes me want to play while reading
    Comprehensible text/rules -- i.e. I understand how this will play while reading
    Findable when playing -- i.e. rules reference while running the game

    All of the above have somewhat competing goals in how a book could or should be designed. Harmonizing them is a real challenge.

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