Jun 4, 2018, 5:57 AM

@faraday I agree on the 'how much info' thing, believe it or not.

Thing is, I think there are viable ways of working around this that allow players familiar with the culture to skim over the basics and have full comprehension of almost everything that would be there, while still presenting the whys and examples and further info for folks who are new to the culture as a resource. It's not hard to set this up in such a way as to ensure the old hats, who are skimming over the same list of exactly what they probably would expect to find, are not going to be bombarded with endless details. That absolutely is important for the 'information overload' reason you describe.

There are different staffing styles. There are different game cultures. Different things are going to work better or worse depending on a variety of these variables. Game size is a factor. Are there similar games out there with an established culture people know? That's a factor, too. Are you using new systems or trying totally new things? That's going to be a factor as well. Is the player base primarily composed of people who have played together for years, with new arrivals brought in by that group and essentially mentored through the norms for the group? That'll be a factor, too.

This is not a 'one true way' or 'one size fits all' prospect. Someone who can make style A work and sucks at style B should stick with style A, and vice versa. It doesn't mean their a failure, wrong, or somehow lacking because they take a different approach that suits their skillset and the community atmosphere they want to cultivate. Just like we wouldn't tell someone who wouldn't be suited to running a horror game they should run no games, I think it's short-sighted to suggest that if someone can't make something work via only one approach, they shouldn't be using an approach that they feel is more effective and suited to their belief in the way things should be done.

All of the options have downsides, or potential pitfalls. All of them. All of them have strengths, too.

Beyond that, some game themes, settings, and game systems are just going to require some different information. You're probably not going to need a rape policy on a My Little Pony game. You probably will on a WoD game. You're not going to need a list of restricted or not-in-use bits and bobs from a published game system on an original theme game, nor will you need a policy that says 'don't ask us to add things from the restricted list, it's restricted for a reason'. (People do this all the time. Allllll the time. That up front 'no', when it gets added? Has stemmed that tide immensely, and diminished the amount of staff work and angst. I've seen it! It's a thing.) You're not going to need rules for XP spends on a freeform consent game that is statless, but you're probably going to need them for a game that uses an XP-based system. And so on.