Design Review: Write Confidently

This week I took a look a COGS, a Collaborative One-shot, Generala System, made by Sage Beroff.  You can follow them and this game on Twitter @Scribblegs. COGS is a rules light universal role-playing game with a fun and unique dice mechanic that will keep each action exciting for a few seconds longer.

Now, before we start, I need to admit some biases.  Rules light games are generally not my jam, as I usually finish reading the systems wondering “where is the rest of the game?” Keep that in mind when you read this post. While reading COGS, I was not left wondering where the rest of the game was, but I was still left wanting more defined.  Therefore, based on what I said earlier, COGS is definitively a rules light system.

At only 4 pages of core rules and 2 pages of optional rules, this game is small, but has a good core to work around. The core resolution mechanic involves rolling 5 6-sided dice and forming poker hand like combinations, with less probable configurations granting a better success on the check. The players define their traits and items that make up their character, then they can invoke these traits and items when relevant to reroll any number of dice.  That is it. I think it is simple and unique and makes this a worthwhile game to try out for your next one shot. 

My only concern system-wise, is that rules light systems traditionally pride themselves on “getting out of the way of the story”, while this resolution system is pretty involved; it will not be getting out of anyone’s way. Not to say that is a bad thing, breaking tradition is sometimes necessary for innovation.

Now, for game designers, let’s talk about the main feedback I had for the system and what we can all learn as we continue to make our games: confidence. While reading COGS I was confronted with unclear rules, especially in the first two pages.  They were unclear because they lacked confidence.  When you write your game, remember, you are the game designer.  This means you tell me how your game is played, not what you suggest might be kinda good and ok to use with your game, if the players feel like it.  You might say that it is actually the GM’s game or the players’ game, or it belongs to everyone. Did they write all the rules? No, you did.  Confidence in your writing will translate to their table in clarity for how the game is meant to be run, then when they have confidence in your system, they can make the change necessary to make it fit their style.  Without that initial confidence, they will never know if they are playing the game right in the first place.

So, let’s talk about some ways we can write more confidently.  While we all understand that the game at the ruling on the table is ultimately up to the GM and the players, it is important to clearly state what the rule is. Try to avoid language that suggests alternate ways of playing the game without mentioning those ways of playing are optional or alternate.  Keep suggestions for alternate or additional ways of playing to a minimum in the core rules. Finally, be clear in what you state as necessary aspects of your game.

What are some things you have seen in games you have read or games you are making that was confidently and clearly written?  Did that help you understand the game better? As always, if you like what I am doing, follow me on Twitter @c22system or join my Discord (https://discord.gg/gAJpjZXuYq).