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HGMO text structuring

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Member

Ben Lehman

posts 3

12:35 pm December 16, 2009

Post edited 5:38 pm – December 16, 2009 by Ben Lehman


Hi all. I'm writing a game with the working title HGMO (hot guys making out) which is a yaoi role-playing game. Yaoi is a genre of gay male romance for girls. It's basically about irresistably beautiful men who can't help but express their forbidden passion for each other.

Anyway, I'm pretty confident in the game's rules, and the layout has to wait until the artist moves along, but I'm thinking right now about textual structuring. Because the target audience for this game are people who know a lot about role-playing, but not a lot about role-playing games, I feel like I need to be extra careful to show how rules are presented, why you'd use them, and how. This text needs to teach right the first time, in short.

So the order in which I present things is very important. Here's my sketch of the game. I'm trying to figure out how to write the rules and in what order to introduce them, to make the game maximally digestable. Remember that the target audience is intimately familiar with the source material, and with the act of role-playing, but not with role-playing mechanics. Any thoughts?

yrs–
–Ben

HGMO testy

Member

Simon C

posts 90

6:27 pm December 16, 2009

Maybe I don't get what you're trying to do here, but I'm finding it very confusing.

I like leading with the characters.

Why does the bit following that, "Playing the Game" talk about "play", "storylines", "scenes" and then the "deck", when we don't even know what we're doing here or why? If you're talking about playing the game, why not tell people how to actually play?

On page 11 you say "before you start play proper", but I don't understand what that is.  Is there a reason you don't explain what "play proper" is?

Have you thought about presenting the rules more procedurally? i.e. tell people what to do from the moment they sit down at the table.  In that case, I'd present the rules something like:

How many players?

Choose a character

Setting up a scene

Threats

Deal Cards (and describe what they're for)

Playing a scene

Rules for cards

Ending Scenes

A New Storyline

Does that make sense? It's not super different from what you have now, but I felt like you were trying to describe play without telling people how to play.

On that note, you don't give any advice on what players are trying to achieve when they play.  If I play a card, why do I do that? Because the rules tell me to, or because it lets me do something I want to? Maybe you've left this deliberately vague?

Hopefully that's useful.  I feel like maybe I'm fundamentally misunderstanding something about your text?

Member

Simon C

posts 90

6:30 pm December 16, 2009

Oh, also, is "BOYS LOVE" a more appropriate translation than "yaoi"? Because that's hilarious. 

I assume the Japanese is just for looking hip and exotic?

Member

Ben Lehman

posts 3

2:15 pm December 18, 2009

The Japanese says "boizu rabu no TRPG" (The Boy's Love RPG). It's basically a translation of the english subtitle.

You have good stuff. FYI, nothing is being left deliberately vague. Anything vague is accidentally vague. I don't think you're misunderstanding anything.


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