![]() In Seger’s experience, a lot of designers suffer from “seductive detailing”-the urge to fill white space with doodles, gifs, and flavor text that doesn’t ultimately teach readers the rules of the game. On their blog, they created a three-part series redesigning character sheets with accessibility in mind. Seger has seen a lot of bulky, unwieldy character sheets throughout their years. Despite their role as constant reference documents, they can get messy, fast. This gives them more power than ever to create unique rule books-with a suite of tools or goodies to draw from, including map generators, paper texture packs, and nearly illegible medieval fonts.Ĭharacter sheets are an especially information-dense part of everyday play that might be referred to multiple times a minute: They can list everything from carrying capacity to players’ driving motivation to how many arrows remain in their quiver. Many of today’s TTRPG designers create both the writing and layout for a role-playing rule book digitally. They’re cracked open frequently to prepare for an intense game, and again during it, and many are wonderfully laid out for ease of reading, such as those for Mothership and Wanderhome. Written supplements act as expansions or additional missions to venture on. Rule books act as tomes, bibles to understand the game’s setting, goals, and order of play. ![]() ![]() Since TTRPGs are centered in the players’ imagination and decision-making around the table, there’s frequently much less equipment or paraphernalia than in other games-sometimes just a pen, paper, and a book to explain the rules to games like Shadowrun, Blades in the Dark, or Dungeons & Dragons. Although it would have the same core information-campaigns for role-playing sessions, framing information to help the game master, and random tables to generate loot or improvisational monsters-the way that information was presented should radically change. A month into designing my tabletop role-playing game supplement, I realized I would have to design it twice: once for maximalism and once for accessibility.
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