Qestion & Answer Rules
BIND's rules have split into 'basic' and 'not-so-basic'. But now the divide has shifted again, this time without planning or care, just naturally. The 'basic' rules became 'must-have', or 'must-do', and the rest has shifted to rules which answer questions.
Examples:
- "Roll for actions when there is a danger of something going wrong": this is a basic rule, which people need to read to play.
- "Guard someone by doing X and Y, then treat the results as if...": this appears like the answer to the question 'can I guard someone? How?'.
Every rule the reader has to read before the game becomes an impediment to the game. You can't have none, or it's not a game, it's a drama-class exercise.
The 'need-to-know' rules should be limited to those which nearly-always arise up in-game. The rest are for the extended rule books.
- How do I make my own character? (not the pre-generated ones)
- How can I make my own spells?
- I have the higher ground! Does that do anything?
- What's for sale in the village?
- I want to push them off the cliff. How can I do that?
People will ask this kind of thing, so these rules must exist. But by planning them as something that readers ask, rather than putting them in some horrifying info-dump tomb, I hope the chonky ruleset will feel like a welcome service, rather than a pre-game chore.