thread: 2005-06-03 : The Subtle Rules
On 2005-06-03, Vincent wrote:
For RPGs, the subtle rules are where design goals like "foster permission to act passionately" and "make everyone secure in their investments" and "get every player to value every other player's creations" go. Universalis is a prime example, playing Universalis gave me a similar jolt. "Holy CRAP, look what the rules make us do!"
Doug, well, of course you start with trial and error. After a while you get to start making educated guesses. Eventually (I hope) you learn some reliable principles and, like any craft, you get a feel for it in your hands. That's what I'm counting on, anyway.
Dogs' rules fulfill, well, let's say most of my subtle design goals, and while I did lots of trial and error for sure, the pretty-goodness of the game's design isn't really an accident. If you see what I mean.