Well, not THE eternal question, but one that always comes up when I design a game meant for public consumption.
How much "introduction to RPGs" does a game need?
I've immersed myself in these games for 80% of my life. I play them. I read them. I modify them. I write them. It's second nature to me.And, I'm in a bit of an information silo regarding them. I have some friends who are new to RPGs and some who have never played them at all. But most of my gaming friends know what they're getting into if they pick up an RPG.
But I'm also practical. I write OSR games. Not quite what the OSR has become in the past 5 years or so (I feel narrative gaming is co-opting the scene but that's just the way things go, this is not a complaint about that, just an observation). But still, most folks who know about me as a blogger or game designer are OSR folks, and they, like me, already know RPGs.
So my intended audience doesn't really need a lot of hand-holding text to explain just what an RPG is, or the basic concepts involved.
BUT...
There were people who complained about Chanbara not having the hand-holding sections to it. My little niche of a niche of a niche hobby game found its way into the hands of some people who were new to RPGs and would have appreciated a bit of intro to this style of game. And it is a big departure from most games people are familiar with, even if they're immersed in CRPGs or MMOs.
Also, I feel like I've got a solid game in Missions & Mayhem. Something that is simple enough to play easily, but adaptable enough to fit lots of different genres. I have no illusions of it being able to fill every genre well, but it was designed as a tool box and it works as one. It has potential to catch on beyond my little corner of the OSR space. Not Shadowdark/OSE levels, but I expect it to be a lot more popular than Chanbara (Flying Swordsmen got a lot of traction, but it was completely free so I can't really compare it).
I'm not worried about space constraints. Right now, the M&M core book is 82 pages in draft form. And that is with me leaving some pages mostly blank to be filled in later. If I add a sample adventure or two, and a bit of hand-holding introductory text at the beginning, I'm probably still going to be under 100 pages.
So I guess I should probably add some at least rudimentary "what is an RPG" text before the "what is this game" text at the beginning to help folks out. It never hurts to have it. Veterans can skip over it. New folks will appreciate it.
Thanks for reading along as I debated this with myself. I was hoping to get at least two of the campaign modules ready for release along with the core book, but the way things are going, I could have the core ready to go before the end of the year (assuming the guy I found to do interior art can pump it out quick enough, and after the first order I gave him, I think he can). I may just release the core book this year, then put out the first couple campaign modules next year and the rest in 2028.


