06-29-2021, 11:22 PM
This is a bit off-topic, but I'm looking for opinions on the "right" level of detail for a rule book.
One extreme would be documenting the formulas used to determine outcomes. The other extreme, "if you spend points on research, some things may happen."
An example (from Far Horizons) is conducting research to increase technology levels. The manual casually mentions that you need to spend points equal to the new level squared to increase one level. That's not exactly how it works, though.
Does shining a light on the sausage making apparatus make the game more enjoyable? (Even if it it opens it up to gaming the system.)
Does hiding that and leaving players wondering what they did wrong to gain no levels from research somehow increase the intrigue and interest?
One extreme would be documenting the formulas used to determine outcomes. The other extreme, "if you spend points on research, some things may happen."
An example (from Far Horizons) is conducting research to increase technology levels. The manual casually mentions that you need to spend points equal to the new level squared to increase one level. That's not exactly how it works, though.
Does shining a light on the sausage making apparatus make the game more enjoyable? (Even if it it opens it up to gaming the system.)
Does hiding that and leaving players wondering what they did wrong to gain no levels from research somehow increase the intrigue and interest?