DITA and RPGs

As a technical writer for some time I'm familiar with the Darwin Information Typing Architecture or DITA standard. Basically the idea is when you write a technical manual you divide the thing into Overview Information, Procedure type information and Reference information. There is a lot more to it than that with XML and tags and re-use and all but I'm only talking about the three way split. There are many reasons to divide the information, most of it to ease repackaging the bits and pieces for different products a company might have but I'm here to talk about its application to RPGs. I see a good RPG as have the same three elements.

Overview is basically setting information and those bits of creative writing that occasionally introduce a section hoping to give it color. Setting may be separate from the rules (example D&D with its one set of rules and thousands of settings) or it may be built into the DNA of the game (example Stormbringer and Harnmaster). The choice of bonding a system to the setting can provide a richer experience but it could also hold that system back if folks think the setting is weird or would rather create their own (see RuneQuest and Glorantha). Adventure modules fit into this  category as well.

Procedure type info is basically the rules. The crunch. The rules might be a single unified mechanic or a million little different subsystems hobbled together. The rules might be light and let the DM wing it, or they might be comprehensive hoping to cover all of the more likely scenarios to prevent rules lawyers from dominating the game. They might be wedded to the Overview or they might be easily adapted to any world or situation.

Reference type info is the pile of entries that actually dominate most RPG. The monsters, the spells, and magic items and treasure are the best examples. You can continue to add more spells, and more monsters, to the game without fundamentally changing anything. If the GM doesn't like the additional spells they just don't appear and no harm done. Character classes and character races might fit into this category (look at the explosion of character classes for GLOG for example).

So I guess my point is an RPG should support their system by producing Overview and Reference material, not the core rules type stuff. I'm not calling out any companies here, just writing a reminder to myself for the day my Fantasy Heartbreaker is finally done and I want to continue tinkering with the core rules.

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