As a board gamer & a rulebook editor, I find a large majority of RPG rules & systems exceptionally difficult to follow. Often, it feels that information is organized in a manner where important rules are explained once & when they are first talked about, not when they’re needed.
For example, let's say that when you Move, you encounter a Stumbling Block. In many RPG manuals, this is where someone defines a Stumbling Block (it makes sense b/c this is where it 1st shows up, right?). And oftentimes, every rule about Stumbling Blocks appears here as well.
The problem for me, and my brain, is that you have now nested a rule in the middle of another rule, while that rule probably hasn't been fully explained or fleshed out. To me, when you Move you might have an Encounter, and then on a facing page, you explain Encounters.
Where this gets extra difficult in the RPG world is where creators often write only in paragraph prose and throw in associated charts.

Now, I'm a fan of charts being what they need to be next to for explanatory purposes, but have them elsewhere.

As for prose writing…
This is difficult and will step on toes. RPG creators want readers and players to get engrossed in the game. I do this with mine, too. But unfortunately, a lot of times the important information, rule, or whatnot is buried deep in a paragraph.

We are choosing form over function.
For me and my brain, if I have to reference what I am supposed to do when something else occurs in game, I have to go back and
1) try to find it
2) read a couple of paragraphs to understand what's going on then
3) get back into the game.

It is tiring. I often quit at this point.
This is also why my games never have a GM, are typically really small, and the layout is formatted the way it is. If I can't handle it, I know there are others.

So what are ways we can create our RPG rules so that they are legible, non-obfuscating, and good to read?
Want to add in player aids? Do it.

More concise editing that isn't simply theme, content, and grammar, but also usability, readability, and more? Most def.

Having space set aside for all pertinent information on a page or two that players can quick reference? Please.
It's this balance of wanting to encourage deep narrative and interactive gameplay, while also making your RPG reader friendly.

Great examples of easily interpretable rulesets are:
• Dialect
• Downfall
• Microcosm
• Dream Askew/Dream Apart
Push yourself.

It's more than simply getting all of the information on a page and organizing the Big Chunks. It's about supplements, minute details, accessibility of information.

I've preached this for years:
Theme should enhance the experience, not burden it.
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