Oh snap I actually just backed Cerebos!! š
What is editing like? What do you do?
(With reference to this post here.)
Being an editor for tabletop RPGs is a bit like being an editor for prose fiction, and a lot like being a technical writing consultant. You end up asking questions like:
What does this body of rules assume the reader already knows about tabletop RPGs? Are those assumptions warranted? What if this is the first tabletop RPG our hypothetical reader has ever been exposed to? Who is our target audience?
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What assumptions is this body of rules making about how the game ought to be played? About the kinds of stories it will be used to tell? About the explicit or implicit setting in which those stories take place? About what activities will form the focus of play? About the roles and responsibilities of its participants? Are those assumptions stated anywhere?
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Are the rules in fact consistent in this respect? Are different parts of the rules making different assumptions about how the game ought to be played? Is this intended? (This one more often comes up in multi-author projects, but you might be surprised how frequently even a text with a single author can end up with different parts of its rules describing completely different games.)
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Are there any important rules whose purpose is non-obvious? What is that purpose? How can it more effectively be communicated? If the reason that a rule exists is difficult to puzzle out, is it really as important as we think it is? Does it need to be there at all?
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Does the way this rule is phrased admit multiple equally plausible interpretations? If so, which interpretation is the intended one? How can we close off the non-intended interpretations without making the text longer or more complicated in the process?
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Are there any edge cases, degenerate strategies, or weird interactions the text doesnāt currently account for? Is it worth spending the word count to address them? (Tabletop RPGs are different from board games or video games in that āyes, you could do that, but donāt be a dickā is a perfectly valid way to address many issues of this type.)
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The text keeps making reference to rule X, but did we remember to write rule X down anywhere? (Youād be amazed how often the answer turns out to be āno, no we did notā!)
... and about a dozen more besides, including basic nuts-and-bolts stuff like āis our use of terminology consistent?ā (rarely), ādoes the way the rules work in the fiction and examples of play line up with the rules the text actually describes?ā (almost always no) and āwait, are we using this word in its game-rules sense or its everyday sense there?ā (about 50% of the time itās the word āactionā).
Of course, the real trick is accomplishing all this without turning the game into an over-wordy tome in the process. On a good day, you can end up with text thatās clearer in its intentions, more consistent in its language, more transparent about its assumptions, and shorter than what you started with. The rest of the time⦠well, you do your best.