{"id":13082,"date":"2022-03-26T17:08:56","date_gmt":"2022-03-26T17:08:56","guid":{"rendered":"https:\/\/faidutti.com\/blog\/?p=13082"},"modified":"2023-01-30T19:51:14","modified_gmt":"2023-01-30T19:51:14","slug":"ecrire-et-traduire-une-reglewriting-and-translating-rules","status":"publish","type":"post","link":"https:\/\/faidutti.com\/blog\/blog\/2022\/03\/26\/ecrire-et-traduire-une-reglewriting-and-translating-rules\/","title":{"rendered":"Ecrire et traduire une r\u00e8gle<br><i>Writing and translating rules<\/i>"},"content":{"rendered":"\n<p class=\"wp-block-paragraph\">(Ceci est une version plus d\u00e9taill\u00e9e et mise \u00e0 jour d\u2019un article publi\u00e9 ici en 2018)<\/p>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter size-large is-resized\"><a href=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2018\/08\/churchill.jpg\"><img loading=\"lazy\" decoding=\"async\" data-attachment-id=\"9910\" data-permalink=\"https:\/\/faidutti.com\/blog\/churchill\/\" data-orig-file=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2018\/08\/churchill.jpg\" data-orig-size=\"1000,1534\" data-comments-opened=\"1\" data-image-meta=\"{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}\" data-image-title=\"churchill\" data-image-description=\"\" data-image-caption=\"\" data-large-file=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2018\/08\/churchill-381x584.jpg\" src=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2018\/08\/churchill-381x584.jpg\" alt=\"\" class=\"wp-image-9910\" width=\"542\" height=\"819\"\/><\/a><figcaption class=\"wp-element-caption\">Winston Churchill to his War Cabinet.<\/figcaption><\/figure>\n<\/div>\n\n\n<p class=\"wp-block-paragraph\"><strong>R\u00e8gles<\/strong><br><br>Toute une s\u00e9rie de raisons font que, ces derni\u00e8res ann\u00e9es, je suis devenu un auteur de jeu moins prolifique. Je vieillis un peu sans doute, je passe moins de temps \u00e0 jouer et donc \u00e0 penser au jeu, certaines des modes ludiques r\u00e9centes me laissent de marbre. J\u2019ai peut-\u00eatre aussi tendance \u00e0 devenir perfectionniste et passer donc plus de temps sur les micro-r\u00e9glages de mes cr\u00e9ations. Mes jeux se font donc plus rares, et sans doute moins dans l\u2019air du temps. Pourtant, et je l\u2019ai encore v\u00e9rifi\u00e9 lors du dernier salon de Cannes, premier salon plus ou moins apr\u00e8s-Covid auquel j\u2019ai particip\u00e9, les \u00e9diteurs continuent \u00e0 me relancer r\u00e9guli\u00e8rement pour savoir si j\u2019ai des trucs \u00e0 leur pr\u00e9senter.&nbsp;<br>Ceux que j\u2019ai sond\u00e9 \u00e0 ce sujet m\u2019ont confirm\u00e9 ce dont je me doutais un peu. S\u2019ils sont curieux de voir mes prototypes, m\u00eame quand ils ont peu de chance de leur plaire, ce n\u2019est pas parce que je suis l\u2019un des meilleurs auteurs de jeu, c\u2019est parce que je suis l\u2019un des meilleurs r\u00e9dacteurs de r\u00e8gles. Mes prototypes sont moches mais fonctionnels, et mes r\u00e8gles sont br\u00e8ves et claires. Ils peuvent y jouer rapidement, sans avoir \u00e0 me t\u00e9l\u00e9phoner ou m\u2019envoyer des mails pour obtenir des pr\u00e9cisions sur tel ou tel point, et savoir tout de suite si le jeu les int\u00e9resse. Si d\u2019aventure ils d\u00e9cident de le publier, ils savent qu\u2019ils auront moins de travail de r\u00e9\u00e9criture qu\u2019avec d\u2019autres auteurs, y compris certains des plus connus \u2013 je ne citerai pas de noms.<br>Si l\u2019entrainement universitaire et un esprit assez rationnel me rendent sans doute la r\u00e9daction de r\u00e8gles plus facile qu\u2019\u00e0 d\u2019autres, j\u2019ai aussi un certain nombre de trucs que je voudrais partager ici pour aider les auteurs d\u00e9butants \u2013 et m\u00eame quelques uns qui ne le sont plus et dont je me suis laiss\u00e9 dire qu\u2019ils en auraient bien besoin.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Suivre la r\u00e8gle<\/strong><br>Beaucoup d\u2019auteurs ne r\u00e9digent v\u00e9ritablement leurs r\u00e8gles que lorsque le jeu est termin\u00e9, test\u00e9, boucl\u00e9, pr\u00eat \u00e0 pr\u00e9senter aux \u00e9diteurs. Je ne travaille pas ainsi, et pense que c\u2019est un pi\u00e8ge. L\u2019une des premi\u00e8res choses que je fais lorsque je commence \u00e0 r\u00e9fl\u00e9chir \u00e0 un jeu, parfois m\u00eame avant de r\u00e9aliser un premier prototype, est d\u2019\u00e9crire des r\u00e8gles compl\u00e8tes, que je modifie ensuite \u00e0 chaque nouvelle version, soigneusement num\u00e9rot\u00e9e \u00e0 la fa\u00e7on des logiciels. La r\u00e8gle finale de Trollfest, qui devrait sortir incessamment, portait ainsi le num\u00e9ro 4.3. Celles de M\u00e9nestrels, un petit jeu de cartes dont on ne parle pas assez, \u00e9tait la 7.5. Celle de Caravanserail, qui ne sera sans doute jamais publi\u00e9, en est d\u00e9j\u00e0 \u00e0 la 11.quelque chose.<br>Chaque petite modification des syst\u00e8mes de jeu me contraint donc \u00e0 relire les r\u00e8gles pour en r\u00e9\u00e9crire certaines parties, et permet au passage corrections et \u00e9claircissements du reste du texte. Cette technique oblige cependant prendre garde \u00e0 ne pas laisser tra\u00eener dans des r\u00e8gles des \u00e9l\u00e9ments provenant de versions pr\u00e9c\u00e9dentes \u2013 je m\u2019y suis parfois laiss\u00e9 prendre.<\/p>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter size-large is-resized\"><a href=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2021\/08\/TrollFest_Cover.jpg\"><img loading=\"lazy\" decoding=\"async\" data-attachment-id=\"12639\" data-permalink=\"https:\/\/faidutti.com\/blog\/bloodorders_boxtop315x315x120mm\/\" data-orig-file=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2021\/08\/TrollFest_Cover.jpg\" data-orig-size=\"1600,1600\" data-comments-opened=\"1\" data-image-meta=\"{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;BloodOrders_BoxTop315x315x120mm&quot;,&quot;orientation&quot;:&quot;1&quot;}\" data-image-title=\"\" data-image-description=\"\" data-image-caption=\"\" data-large-file=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2021\/08\/TrollFest_Cover-584x584.jpg\" src=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2021\/08\/TrollFest_Cover-584x584.jpg\" alt=\"\" class=\"wp-image-12639\" width=\"419\" height=\"425\"\/><\/a><figcaption class=\"wp-element-caption\"><a href=\"https:\/\/faidutti.com\/blog\/blog\/2021\/09\/15\/trollfest\/\" data-type=\"post\" data-id=\"12313\">Trollfest<\/a> est un gros jeu dans une grosse boite, mais les r\u00e8gles du prototype tenaient sur une feuille A4, recto-verso.<\/figcaption><\/figure>\n<\/div>\n\n\n<p class=\"wp-block-paragraph\"><strong>Une langue simple et correcte<\/strong><br>Nombre de jeux pr\u00e9sent\u00e9s aux \u00e9diteurs, et m\u00eame trop souvent de jeux publi\u00e9s, ont des r\u00e8gles farcies sinon de fautes de fran\u00e7ais, du moins de lourdeurs et d\u2019impropri\u00e9t\u00e9s. Cela rend parfois la lecture difficile, et fait toujours une tr\u00e8s mauvaise impression sur le lecteur. Les conseils que je donne aux auteurs en mati\u00e8re de style et de niveau de langue sont donc en tout point identiques aux consignes que je donne \u00e0 mes \u00e9l\u00e8ves de lyc\u00e9e pour leurs dissertations : faites court, direct, pr\u00e9cis. Si un mot n\u2019apporte rien de plus au sens d\u2019une phrase, supprimez-le; si une phrase n\u2019apporte rien de plus au sens d\u2019un paragraphe, supprimez-la. Faites des phrases aussi br\u00e8ves que possibles, d\u2019une seule proposition si possible, de deux ou trois quand vous ne pouvez pas faire autrement. Certaines lourdeurs, comme l\u2019abus de la voix passive, du futur et des formules indirectes, des adverbes inutiles comme <em>de plus <\/em>ou <em>en effet, <\/em>ou la tendance \u00e0 remplacer <em>avoir<\/em> par <em>poss\u00e9der<\/em> et <em>\u00eatre<\/em> par <em>consister en<\/em>, sont tr\u00e8s faciles \u00e0 \u00e9viter.\u00a0Le souci de simplicit\u00e9 peut m\u00eame faire passer certaines fautes, et personne ne vous reprochera d&#8217;\u00e9crire, comme tous les auteurs ou presque, <em>d\u00e9fausser une carte<\/em> au lieu de <em>se d\u00e9fausser d&#8217;une carte<\/em>, qui est en principe la seule formulation correcte.<br>C\u2019est aussi pour cette raison que, si j\u2019utilise l\u2019\u00e9criture inclusive en anglais, je ne m\u2019y suis pas mis en fran\u00e7ais. Le neutral they anglais ne complique en rien l\u2019\u00e9criture, et ne pose aucun probl\u00e8me \u00e0 la lecture; le point m\u00e9dian complexifie le texte et rend la lecture difficile, surtout \u00e0 voix haute, et il arrive que l\u2019on doive lire des points de r\u00e8gles \u00e0 voix haute. M\u00eame les expressions du style \u00ab\u00a0le joueur ou la joueuse\u00a0\u00bb alourdissent inutilement le texte. Tous ces jeux de langues sont de toute fa\u00e7on un peu vains, et ont surtout pour effet de d\u00e9tourner l\u2019attention des vraies causes et m\u00e9canismes du sexisme, qui n\u2019ont rien \u00e0 voir avec la grammaire et tout avec l\u2019argent, le prestige et le pouvoir. Si vous tenez quand m\u00eame \u00e0 donner symboliquement un petit c\u00f4t\u00e9 f\u00e9ministe de vos r\u00e8gles, le plus simple est encore d\u2019\u00e9crire joueuse au lieu de joueur. Cela ne sonne peut-\u00eatre pas tr\u00e8s naturel, je ne pense pas que ce soit bien utile, mais au moins ce n\u2019est pas un obstacle \u00e0 la lecture.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Un vocabulaire coh\u00e9rent<\/strong><br>Il ne suffit pas qu\u2019une r\u00e8gle soit grammaticalement correcte pour qu\u2019elle soit \u00ab&nbsp;bien \u00e9crite&nbsp;\u00bb, elle doit aussi \u00eatre coh\u00e9rente dans son vocabulaire et dans les modes utilis\u00e9s, c\u2019est \u00e0 dire dans la mani\u00e8re dont elle s\u2019adresse au lecteur \/ joueur.<br>Une r\u00e8gle peut \u00eatre r\u00e9dig\u00e9e sur un mode impersonnel ou en s\u2019adressant directement au joueur. Je n\u2019ai pas vraiment de pr\u00e9f\u00e9rence et choisit, selon le jeu, ce qui me semble le plus ad\u00e9quat. Quel que soit le mode choisi, il faut ensuite \u00eatre coh\u00e9rent, s\u2019y tenir, ne pas \u00e9crire d\u2019abord \u00ab&nbsp;le joueur fait ceci&nbsp;\u00bb et au paragraphe suivant \u00ab faites cela&nbsp;\u00bb.<br>Il en va de m\u00eame du vocabulaire. Je me souviens de r\u00e8gles d\u2019un jeu de \u00ab&nbsp;tuiles&nbsp;\u00bb dans lesquelles le r\u00e9dacteur employait tant\u00f4t \u00ab&nbsp;pile&nbsp;\u00bb et \u00ab&nbsp;face&nbsp;\u00bb, tant\u00f4t \u00ab&nbsp;recto&nbsp;\u00bb et \u00ab&nbsp;verso&nbsp;\u00bb, ce qui ne peut qu\u2019entra\u00eener de la confusion. Choisissez pour chaque \u00e9l\u00e9ment de jeu, pour chaque m\u00e9canisme, les termes les plus simples, les plus directs, et tenez-vous y, quitte \u00e0 faire quelques r\u00e9p\u00e9titions. Selon le type de jeu, et le nombre d\u2019\u00e9l\u00e9ments diff\u00e9rents, vous pouvez en rester au vocabulaire g\u00e9n\u00e9rique &#8211; cartes, pions, d\u00e9s &#8211; ou avoir recours \u00e0 un lexique th\u00e9matique, qui permet de distinguer les cartes ou les pions selon qu\u2019ils repr\u00e9sentent des livres ou des \u00e9v\u00e9nements, des loups ou des moutons. Quel que soit votre choix, tenez-vous y et \u00e9vitez les termes trop compliqu\u00e9s.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Les r\u00e9p\u00e9titions ne plaisent pas<\/strong><br>De peur qu\u2019un d\u00e9tail important passe inaper\u00e7u, certains auteurs, et m\u00eame quelques \u00e9diteurs, le r\u00e9p\u00e8tent r\u00e9guli\u00e8rement dans les r\u00e8gles. C\u2019est une erreur car cela alourdit le texte, et surtout car le lecteur, qui a tendance \u00e0 croire que chaque phrase apporte une information, va logiquement chercher une pr\u00e9cision ou une exception dans ce qui n\u2019est qu\u2019une redondance. Plut\u00f4t que de r\u00e9p\u00e9ter une r\u00e8gle, mettez l\u00e0 en gras, en rouge, en majuscules, faites-en sorte qu\u2019elle saute aux yeux du lecteur sans g\u00e9n\u00e9rer ni longueur, ni ambigu\u00eft\u00e9.<br>Le jeu avec les sauts de ligne, les retraits, les couleurs, les gras, les italiques (qui n\u2019ont pas tout \u00e0 fait le m\u00eame usage en anglais qu\u2019en fran\u00e7ais), tout cela peut vous permettre, si vous n\u2019en abusez pas, de rendre votre r\u00e8gle plus claire et lisible.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Ecrire en anglais ?<\/strong><br>J\u2019\u00e9cris d\u00e9sormais toutes mes r\u00e8gles directement en anglais, m\u00eame quand je sais que je le proposerai d\u2019abord \u00e0 le jeu un \u00e9diteur fran\u00e7ais. J\u2019ai bien s\u00fbr d\u2019abord fait ce choix pour pouvoir pr\u00e9senter mes cr\u00e9ations \u00e0 tous, quelle que soit leur langue. J\u2019ai pendant un temps tent\u00e9 de maintenir en parall\u00e8le deux sets de r\u00e8gles, l\u2019un en anglais et l\u2019autre en fran\u00e7ais. Je me suis tr\u00e8s vite rendu compte que cela entrainait des erreurs, car j\u2019avais tendance \u00e0 ne faire les mises \u00e0 jour que sur l\u2019un ou l\u2019autre des fichiers, et j\u2019ai alors abandonn\u00e9 le moins utile, le fran\u00e7ais.<br>Si je me d\u00e9brouille \u00e0 peu pr\u00e8s en anglais, du moins \u00e0 l\u2019\u00e9crit, ce n\u2019est pas ma langue maternelle et je suis moins \u00e0 l\u2019aise qu\u2019en fran\u00e7ais. C\u2019est paradoxalement un avantage, car cela me contraint \u00e0 \u00e9crire de mani\u00e8re relativement simple, efficace, l\u00e0 ou je pourrais user en fran\u00e7ais de subtilit\u00e9s pr\u00eatant \u00e0 confusion.<br>J\u2019ai par ailleurs appris que la langue anglaise, gr\u00e2ce \u00e0 une syntaxe plus directe et un vocabulaire plus pr\u00e9cis et vari\u00e9, se pr\u00eatait mieux que le fran\u00e7ais \u00e0 l\u2019\u00e9criture de r\u00e8gles et d\u2019instructions. Les informaticiens et autres techniciens, auxquels il ne viendrait pas \u00e0 l\u2019id\u00e9e de lire des modes d\u2019emploi en fran\u00e7ais qui ne sont l\u00e0 que pour des raisons l\u00e9gales, le savent bien. Tr\u00e8s souvent, un point de r\u00e8gle qui s\u2019explique simplement en anglais par une courte phrase va demander un long paragraphe en fran\u00e7ais; l\u2019inverse est bien plus rare.<br>Je sais que cela fait peur \u00e0 certains, mais le niveau de langue requis pour \u00e9crire des r\u00e8gles de jeu en anglais reste tr\u00e8s modeste, et je vous engage au moins \u00e0 essayer. Vous aurez peut-\u00eatre du mal au d\u00e9but, mais cela en vaut la peine, et vous forcera \u00e0 \u00e9crire simplement et directement. Les \u00e9diteurs am\u00e9ricains sont d\u2019ailleurs extr\u00eamement compr\u00e9hensifs avec les auteurs \u00e9trangers et ne vous reprocheront jamais quelques maladresses grammaticales.<\/p>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter size-large is-resized\"><a href=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2017\/06\/Lost-Temple.jpg\"><img loading=\"lazy\" decoding=\"async\" data-attachment-id=\"12107\" data-permalink=\"https:\/\/faidutti.com\/blog\/?attachment_id=12107\" data-orig-file=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2017\/06\/Lost-Temple.jpg\" data-orig-size=\"960,660\" data-comments-opened=\"1\" data-image-meta=\"{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}\" data-image-title=\"Lost Temple\" data-image-description=\"\" data-image-caption=\"\" data-large-file=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2017\/06\/Lost-Temple-584x402.jpg\" src=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2017\/06\/Lost-Temple-584x402.jpg\" alt=\"\" class=\"wp-image-12107\" width=\"394\" height=\"273\"\/><\/a><figcaption class=\"wp-element-caption\">La seule fois o\u00f9 un \u00e9diteur a utilis\u00e9 mes r\u00e8gles \u00e9crites en anglais sans m\u00eame les faire relire par un anglophone\u2026.Il y a quelques fautes de grammaire, mais tout le monde a compris.<\/figcaption><\/figure>\n<\/div>\n\n\n<p class=\"wp-block-paragraph\"><strong>Du jeu \u00e0 la r\u00e8gle, de la r\u00e8gle au jeu<\/strong><br>Vous avez compris, la prolixit\u00e9 est le principal ennemi du r\u00e9dacteur de r\u00e8gles. Quelle que soit la complexit\u00e9 de votre cr\u00e9ation, ayez soin de faire des r\u00e8gles aussi br\u00e8ves et aussi simples que possible. Si les r\u00e8gles de votre prototype, et m\u00eame de votre jeu publi\u00e9, font peur, personne ne les lira et personne n\u2019y jouera.<br>Si vos r\u00e8gles s\u2019\u00e9talent sur de nombreuses pages, c\u2019est peut-\u00eatre qu\u2019elles sont redondantes ou mal construites. Reprenez-les, cherchez un autre plan, il y en a toujours plusieurs possibles et aucun qui fonctionne pour tous les types de jeux. C\u2019est peut-\u00eatre aussi qu\u2019elles sont mal \u00e9crites, avec des phrases trop longues, des circonvolutions inutiles, des adverbes superflus et ont besoin d\u2019un d\u00e9graissage.<br>C\u2019est parfois aussi parce que le jeu est trop complexe, a grossi au fur et \u00e0 mesure de son d\u00e9veloppement. Quand d\u00e9graisser le texte ne suffit pas, il faut trancher dans le vif, supprimer tous les m\u00e9canismes qui n\u2019apportent pas grand chose, qui ne servent que dans une partie sur dix, ou simplement qui sont trop compliqu\u00e9s \u00e0 expliquer par \u00e9crit. Mais bon, l\u00e0, on n\u2019est plus dans la r\u00e9daction des r\u00e8gles, on n\u2019est dans leur conception &#8211; ce sera donc pour un autre article, un de ces jours.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Exemples et graphiques<\/strong><br>Si les r\u00e8gles que je soumets aux \u00e9diteurs ont parfois un d\u00e9faut, c\u2019est de manquer d\u2019exemples, et leur principal travail r\u00e9dactionnel consiste souvent \u00e0 en introduire quelques uns.&nbsp;<br>En principe, les exemples ne font pas partie int\u00e9grante de la r\u00e8gle, ils en sont juste une illustration, mettant en lumi\u00e8re un point qui doit d\u00e9j\u00e0 pr\u00e9sent dans le texte. Il est pourtant parfois difficile d\u2019expliquer certains points \u00ab&nbsp;en g\u00e9n\u00e9ral&nbsp;\u00bb, et c\u2019est alors que l\u2019exemple devient utile.<br>Il en va de m\u00eame des sch\u00e9mas, des graphiques. Ils peuvent pr\u00e9ciser une r\u00e8gle \u00e9crite mais, sauf cas tr\u00e8s particuliers, ne doivent pas s\u2019y substituer. Japonais et chinois, qui ne font pas comme nous une diff\u00e9rence tr\u00e8s nette entre texte et graphique, m\u00e9langent volontiers les deux. C\u2019est sans doute une des raisons qui font que les traductions de r\u00e8gles japonaises sont souvent peu claires pour les occidentaux \u2013 en tout cas pour moi.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Le th\u00e8me<\/strong><br>Je ne suis pas de ces auteurs pour qui le th\u00e8me n\u2019est qu\u2019un truc destin\u00e9 \u00e0 simplifier la pr\u00e9sentation des r\u00e8gles, \u00e0 faire passer des m\u00e9canismes qui, \u00e0 eux seuls, constitueraient l\u2019essence du jeu. Si le th\u00e8me, l\u2019univers du jeu n\u2019est pas que cela, il est n\u00e9anmoins aussi cela, et il faut savoir l\u2019utiliser.<br>Je me suis trouv\u00e9 r\u00e9cemment, pour <a href=\"https:\/\/faidutti.com\/blog\/?p=8884\">Dragons<\/a>, face au m\u00eame probl\u00e8me qu\u2019il y a une vingtaine d\u2019ann\u00e9es pour <a href=\"https:\/\/faidutti.com\/blog\/?p=86\">l\u2019Or des Dragons<\/a>, devoir concevoir et expliquer un syst\u00e8me de score d\u00e9lib\u00e9r\u00e9ment tarabiscot\u00e9 car con\u00e7u pour permettre aux joueurs de se faire une vague id\u00e9e de la valeur de chaque carte sans jamais pouvoir la calculer exactement. Si je m\u2019en suis mieux sorti cette fois, c\u2019est parce que j\u2019ai volontairement choisi d\u2019expliquer les bizarreries du score par des gags. S\u2019il faut \u00e9viter de farcir les r\u00e8gles de r\u00e9f\u00e9rences th\u00e9matiques et de vocabulaire sp\u00e9cialis\u00e9 qui n\u2019aident en rien \u00e0 la compr\u00e9hension du jeu, il ne faut pas h\u00e9siter \u00e0 faire appel au th\u00e8me quand il permet d\u2019expliquer simplement une r\u00e8gle. Si cela permet aussi de faire un bon gag, dans Dragons les trois copies de l\u2019anneau unique ou une alimentation \u00e9quilibr\u00e9e avec autant de vaches que de moutons, c\u2019est encore mieux.<\/p>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter size-large is-resized\"><a href=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2017\/06\/Dragons.jpg\"><img loading=\"lazy\" decoding=\"async\" data-attachment-id=\"12080\" data-permalink=\"https:\/\/faidutti.com\/blog\/?attachment_id=12080\" data-orig-file=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2017\/06\/Dragons.jpg\" data-orig-size=\"600,828\" data-comments-opened=\"1\" data-image-meta=\"{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;1&quot;}\" data-image-title=\"Dragons\" data-image-description=\"\" data-image-caption=\"\" data-large-file=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2017\/06\/Dragons-423x584.jpg\" src=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2017\/06\/Dragons-423x584.jpg\" alt=\"\" class=\"wp-image-12080\" width=\"324\" height=\"454\"\/><\/a><\/figure>\n<\/div>\n\n\n<p class=\"wp-block-paragraph\"><strong>Testez vos r\u00e8gles<\/strong><br>Un \u00e9diteur qui re\u00e7oit un prototype dont les r\u00e8gles ne sont pas parfaitement claires risque de le jeter sans y jouer, ou de se tromper en y jouant et de ne pas en voir l\u2019int\u00e9r\u00eat. Si des points de r\u00e8gles lui semblent ambigus, il t\u00e9l\u00e9phonera ou enverra peut-\u00eatre un mail \u00e0 l\u2019auteur quand celui-ci s\u2019appelle Bruno Cathala ou Richard Garfield, ou m\u00eame Bruno Faidutti, mais il ne prendra pas cette peine pour un inconnu.<br>Il m\u2019arrive parfois d\u2019acheter ou de recevoir des jeux dont je ne parviens pas \u00e0 comprendre les r\u00e8gles. Ce sont le plus souvent des jeux publi\u00e9s \u00e0 compte d\u2019auteur, parfois sur Kickstarter. Si un \u00ab\u00a0professionnel\u00a0\u00bb comme moi n\u2019y comprend rien, il est probable qu\u2019un simple joueur sera plus perdu encore. Le jeu est certes publi\u00e9, mais il est mort-n\u00e9 car il ne sera jamais jou\u00e9, et ce quelles que soient ses qualit\u00e9s ludiques.<br>Il faut donc tester non seulement le jeu, mais aussi les r\u00e8gles avant de le montrer aux \u00e9diteurs ou de le publier. Je prends part \u00e0 toutes les parties tests de mes projets et ne peux donc pas tester mes r\u00e8gles \u00ab\u00a0en aveugle\u00a0\u00bb aupr\u00e8s de joueurs cobayes; ce n\u2019est pas trop grave parce que je sais que je suis assez bon pour l\u2019\u00e9criture. J\u2019engage en revanche tous les jeunes auteurs (et les \u00e9diteurs) \u00e0 tester leurs r\u00e8gles en aveugle, du moins pour leurs premi\u00e8res cr\u00e9ations. C\u2019est le meilleur moyen de se corriger et d\u2019apprendre, peu \u00e0 peu, \u00e0 r\u00e9diger d\u2019embl\u00e9e des r\u00e8gles claires et compl\u00e8tes.<\/p>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter size-full is-resized\"><a href=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2017\/06\/Red-November.jpg\"><img loading=\"lazy\" decoding=\"async\" data-attachment-id=\"12132\" data-permalink=\"https:\/\/faidutti.com\/blog\/?attachment_id=12132\" data-orig-file=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2017\/06\/Red-November.jpg\" data-orig-size=\"500,500\" data-comments-opened=\"1\" data-image-meta=\"{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}\" data-image-title=\"Red-November\" data-image-description=\"\" data-image-caption=\"\" data-large-file=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2017\/06\/Red-November.jpg\" src=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2017\/06\/Red-November.jpg\" alt=\"\" class=\"wp-image-12132\" width=\"367\" height=\"370\"\/><\/a><figcaption class=\"wp-element-caption\">Les r\u00e8gles que j\u2019ai eu le plus de mal \u00e0 \u00e9crire. Je n\u2019\u00e9tais pas trop content de moi, l\u2019\u00e9diteur les a reprises avec mon accord mais n\u2019a pas fait beaucoup mieux. Ce jeu est simple mais difficile \u00e0 expliquer.<\/figcaption><\/figure>\n<\/div>\n\n\n<p class=\"wp-block-paragraph\"><strong>Relecture<\/strong><br>Auteurs, faites relire les r\u00e8gles de vos jeux par le plus litt\u00e9raire de vos testeurs, il trouvera certainement des impr\u00e9cisions et des incorrections. Editeurs, faites-les relire par un correcteur professionnel, et si possible quelqu\u2019un qui s\u2019y connaisse un peu en jeu &#8211; je vous conseille Camille, avec qui j\u2019ai con\u00e7u Trollfest.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Traduire une r\u00e8gle<\/strong><br>Vous l\u2019avez peut \u00eatre remarqu\u00e9, les r\u00e8gles des jeux en anglais sont g\u00e9n\u00e9ralement de bien meilleure qualit\u00e9 technique et litt\u00e9raire que celles des jeux en fran\u00e7ais. Elles sont plus br\u00e8ves, plus claires, plus \u00e9l\u00e9gantes et avec moins d\u2019erreurs &#8211; et ce parfois m\u00eame pour les jeux fran\u00e7ais ou allemands. C\u2019est pour cette raison que, quitte \u00e0 devoir payer un peu plus cher (et \u00e7a s\u2019aggrave avec le Brexit), j\u2019essaie g\u00e9n\u00e9ralement de me procurer les nouveaut\u00e9s en anglais, surtout lorsqu\u2019il s\u2019agit de jeux un peu complexes.<br>La raison principale est que, comme je l\u2019ai expliqu\u00e9 plus haut, la langue anglaise, dont le vocabulaire est plus pr\u00e9cis et la syntaxe plus simple, est techniquement mieux outill\u00e9e pour l\u2019\u00e9criture de r\u00e8gles. Une autre explication est que, le plus souvent, la r\u00e8gle anglaise est la r\u00e8gle d\u2019origine issue du d\u00e9veloppement du jeu. Enfin, pour les jeux venus d\u2019Europe ou d\u2019ailleurs, les \u00e9diteurs am\u00e9ricains font plus souvent appel \u00e0 des traducteurs sp\u00e9cialis\u00e9s.<br>Traduire une r\u00e8gle rel\u00e8ve en effet de la traduction technique, qui est un m\u00e9tier. Les\u00a0 traducteurs fran\u00e7ais sp\u00e9cialis\u00e9s dans le jeu sont encore tr\u00e8s peu nombreux, et les relecteurs plus encore. Certains \u00e9diteurs francophones font le boulot eux m\u00eame. D\u2019autres font appel \u00e0 des traducteurs dont ce n\u2019est pas la sp\u00e9cialit\u00e9 et qui parfois n\u2019essaient m\u00eame pas le jeu pour v\u00e9rifier qu\u2019ils l\u2019ont compris. D\u2019autres enfin ont recours \u00e0 des joueurs pay\u00e9s avec quelques boites de jeux qui font \u00e7a vite fait le soir apr\u00e8s leur vrai boulot. Rien d\u2019\u00e9tonnant \u00e0 ce que le r\u00e9sultat soit au mieux in\u00e9l\u00e9gant, au pire incompr\u00e9hensible.<\/p>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter size-full is-resized\"><a href=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2012\/06\/2219_60192939883_9324_n.jpg\"><img loading=\"lazy\" decoding=\"async\" data-attachment-id=\"1821\" data-permalink=\"https:\/\/faidutti.com\/blog\/sample-page\/2219_60192939883_9324_n\/\" data-orig-file=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2012\/06\/2219_60192939883_9324_n.jpg\" data-orig-size=\"600,600\" data-comments-opened=\"1\" data-image-meta=\"{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;}\" data-image-title=\"Stonehenge cover\" data-image-description=\"\" data-image-caption=\"\" data-large-file=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2012\/06\/2219_60192939883_9324_n.jpg\" src=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2012\/06\/2219_60192939883_9324_n.jpg\" alt=\"\" class=\"wp-image-1821\" width=\"343\" height=\"346\"\/><\/a><figcaption class=\"wp-element-caption\">Vous n\u2019avez rien compris aux r\u00e8gles fran\u00e7aises ? Moi non plus. Ce n\u2019\u00e9tait pas moi le traducteur, et je ne crois pas qu\u2019il ait essay\u00e9 de jouer.<\/figcaption><\/figure>\n<\/div>\n\n\n<p class=\"wp-block-paragraph\"><strong>Traduire mes r\u00e8gles !<\/strong><br>Je ne suis ni correcteur, ni traducteur professionnel et, sauf pour quelques jeux tr\u00e8s simples et que j\u2019appr\u00e9cie vraiment, je refuse d\u00e9sormais les propositions, qui me sont faites de temps \u00e0 autre, de relire les r\u00e8gles de jeux d\u2019autres auteurs ou de les traduire de l\u2019anglais au fran\u00e7ais. Je ne pense pas \u00eatre comp\u00e9tent pour travailler sur des cr\u00e9ations que je connais n\u00e9cessairement moins bien que les miennes.<br>En revanche, je pr\u00e9f\u00e8re bien s\u00fbr traduire moi-m\u00eame en fran\u00e7ais les r\u00e8gles de mes propres cr\u00e9ations\u2026 et suis toujours choqu\u00e9 lorsque, et cela arrive r\u00e9guli\u00e8rement, certains \u00e9diteurs n\u2019y pensent m\u00eame pas et, par habitude, font appel \u00e0 quelqu\u2019un d\u2019autre &#8211; parfois un bon traducteur professionnel, mais pas toujours.&nbsp;<br>Je me suis ainsi retrouv\u00e9 trois ou quatre fois avec des jeux dont j\u2019ai \u00e9crit les r\u00e8gles anglaises mais pas les fran\u00e7aises, ce qui est un peu absurde. Cela devient m\u00eame franchement g\u00eanant lorsque les r\u00e8gles fran\u00e7aises sont mal \u00e9crites, avec parfois des fautes ou des lourdeurs dont les joueurs risquent de me tenir responsable. Je viens encore d\u2019avoir le probl\u00e8me avec un \u00e9diteur qui insiste pour publier sa propre traduction, compr\u00e9hensible mais un peu lourde. Des amis am\u00e9ricains dont les jeux ont d\u2019abord \u00e9t\u00e9 \u00e9dit\u00e9s en France ou en Allemagne m\u2019ont racont\u00e9 avoir eu dans l\u2019autre sens la m\u00eame exp\u00e9rience d\u00e9sagr\u00e9able et un peu humiliante. Leurs r\u00e8gles ont d\u2019abord \u00e9t\u00e9 traduites d\u2019anglais en fran\u00e7ais, puis du fran\u00e7ais en anglais, et ils ne l\u2019ont appris que lorsque le jeu \u00e9tait chez l\u2019imprimeur.<br>Je le dis depuis quinze ans, j\u2019oublie toujours, mais je vais d\u00e9sormais m\u2019efforcer de penser \u00e0 faire pr\u00e9ciser dans tous mes contrats que si c\u2019est moi qui ai \u00e9crit les r\u00e8gles anglaises, c\u2019est d\u2019abord \u00e0 moi que l\u2019on doit faire appel pour \u00e9crire les fran\u00e7aises. M\u00eame si je d\u00e9cline l\u2019offre, le texte de la traduction devrait toujours recevoir mon accord explicite &#8211; c\u2019est le cas le plus fr\u00e9quent, mais il y a eu quelques exceptions<\/p>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter size-large is-resized\"><a href=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2018\/08\/venture-angels.jpg\"><img loading=\"lazy\" decoding=\"async\" data-attachment-id=\"9945\" data-permalink=\"https:\/\/faidutti.com\/blog\/blog\/2018\/09\/30\/venture-angels\/venture-angels\/\" data-orig-file=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2018\/08\/venture-angels.jpg\" data-orig-size=\"800,800\" data-comments-opened=\"1\" data-image-meta=\"{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;1&quot;}\" data-image-title=\"venture angels\" data-image-description=\"\" data-image-caption=\"\" data-large-file=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2018\/08\/venture-angels-584x584.jpg\" src=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2018\/08\/venture-angels-584x584.jpg\" alt=\"\" class=\"wp-image-9945\" width=\"356\" height=\"359\"\/><\/a><figcaption class=\"wp-element-caption\">Quelques-uns de mes jeux ne sont jamais sortis en fran\u00e7ais. Venture Angels est disponible en anglais, cor\u00e9en et persan &#8211; si quelqu\u2019un veut le faire en fran\u00e7ais, ce sera avec plaisir.<\/figcaption><\/figure>\n<\/div>\n\n\n<p class=\"wp-block-paragraph\"><strong>Mise en abyme<\/strong><br>En relisant cet article, je me rends compte qu\u2019il est parfois un peu peu r\u00e9p\u00e9titif, et tombe donc lui-m\u00eame dans l\u2019un des travers qu\u2019il d\u00e9nonce. Mais bon, ce n\u2019est pas une r\u00e8gle de jeu, et l\u2019important est que le message soit pass\u00e9.<\/p>\n\n\n\n<hr class=\"wp-block-separator has-css-opacity is-style-wide\"\/>\n\n\n\n<p class=\"wp-block-paragraph\"><em>This is a longer and updated version of an article originally published here in 2018<\/em><\/p>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter size-large is-resized\"><a href=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2018\/08\/churchill.jpg\"><img loading=\"lazy\" decoding=\"async\" data-attachment-id=\"9910\" data-permalink=\"https:\/\/faidutti.com\/blog\/churchill\/\" data-orig-file=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2018\/08\/churchill.jpg\" data-orig-size=\"1000,1534\" data-comments-opened=\"1\" data-image-meta=\"{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}\" data-image-title=\"churchill\" data-image-description=\"\" data-image-caption=\"\" data-large-file=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2018\/08\/churchill-381x584.jpg\" src=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2018\/08\/churchill-381x584.jpg\" alt=\"\" class=\"wp-image-9910\" width=\"542\" height=\"819\"\/><\/a><figcaption class=\"wp-element-caption\">Winston Churchill to his War Cabinet.<\/figcaption><\/figure>\n<\/div>\n\n\n<p class=\"wp-block-paragraph\"><em><strong>Follow the rules<\/strong><br>Many designers write complete rules only when their game is finalized, tested, ready to pitch to publishers. That\u2019s not my way. One of the first things I do when starting to think of a game, sometimes even before making a first prototype, is to write complete rules. These rules are then updated after every playtest session, and numbered like software versions. The final rules of my next upcoming game, Trollfest, was numbered 4.3. Those of Menestrels, a cute card game which unfairly went under radar, were at 7.5. Those of Caravanserai, which will probably never be published, are already at 11.something.&nbsp;<br>Every small change in the game systems makes me reread most of the rules, and rewrite some of it, and is an occasion to make things shorter and clearer when possible. The only drawback of this method is that I must be very careful not to let a few obsolete rule points in the newer rules. It happens.<\/em><\/p>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter size-large is-resized\"><a href=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2021\/08\/TrollFest_Cover.jpg\"><img loading=\"lazy\" decoding=\"async\" data-attachment-id=\"12639\" data-permalink=\"https:\/\/faidutti.com\/blog\/bloodorders_boxtop315x315x120mm\/\" data-orig-file=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2021\/08\/TrollFest_Cover.jpg\" data-orig-size=\"1600,1600\" data-comments-opened=\"1\" data-image-meta=\"{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;BloodOrders_BoxTop315x315x120mm&quot;,&quot;orientation&quot;:&quot;1&quot;}\" data-image-title=\"\" data-image-description=\"\" data-image-caption=\"\" data-large-file=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2021\/08\/TrollFest_Cover-584x584.jpg\" src=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2021\/08\/TrollFest_Cover-584x584.jpg\" alt=\"\" class=\"wp-image-12639\" width=\"415\" height=\"421\"\/><\/a><figcaption class=\"wp-element-caption\"><a href=\"https:\/\/faidutti.com\/blog\/blog\/2021\/09\/15\/trollfest\/\" data-type=\"post\" data-id=\"12313\">Trollfest<\/a> is a big box game, but the prototype rules were written on a single sheet.<\/figcaption><\/figure>\n<\/div>\n\n\n<p class=\"wp-block-paragraph\"><em><strong>Simple and accurate wording&nbsp;<\/strong><br>The rules of many of the games submitted to publishers, and even of scores of published games, are unnecessarily heavy, to the point of being hard to read and to understand. My advice to game designers is the same as my advice to students &#8211; your texte should be as short, simple and straight to the point as possible. If a word doesn\u2019t add meaning to sentence, remove it. If a sentence doesn\u2019t add meaning to a paragraph, remove it. If a paragraph doesn\u2019t add meaning to your text, remove it. Write short sentences, made of one or two clauses. Avoid long and complex words, passive voice, indirect wordings and redundant adverbs.&nbsp;<br>This is why, while I\u2019ve now get used to writing with the neutral they in English, I don\u2019t use what has been suggested as inclusive writing, the \u00ab&nbsp;median dot&nbsp;\u00bb, which makes texts hard to read and impossible to read loud &#8211; I don\u2019t translate the rest of this paragraph, it deals with Frtench grammar and would not make any sense in English.&nbsp; Anyway, all this toying with words is probably in vain and only distracts from the real mechanisms of sexism, which have more to do with money, power and prestige than with grammar.<\/em><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em><strong>Consistency<\/strong><br>A well written rule set must be grammatically correct (well, more or less in my case since I usually write it in English), but it\u2019s not enough. It also requires consistency in vocabulary and in the way the reader \/ player is addressed to.<br>The rules can be written using different syntax styles or modes. They can be impersonal, or address the player directly. The best way probably depends on the game style and the writer\u2019s mood, but it must be consistent. Don\u2019t write \u00ab&nbsp;the player does this&nbsp;\u00bb in a paragraph and \u00ab&nbsp;you do that&nbsp;\u00bb in the next one.&nbsp;<br>The same goes with vocabulary. I remember a tile game whose rules were calling the two sides first front and back, then recto and verso, which made them extremely confusing. Go for simple and direct words, one for each element, and stick to them \u2013 it\u2019s a good thing that repetitive use of the same word is considered less inelegant in English than in French. Depending on the style and complexity of the game, you can stick to generic vocabulary &#8211; cards, tokens &#8211; or go for thematic terms to differentiate the types of cards &#8211; books and events, for example &#8211; or tokens &#8211; wolves and sheep. Anyway, keep simple, avoid complex or esoteric terms, everything must be understood at once by the reader.<\/em><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em><strong>Bis repetita non placent<\/strong><br>Afraid that the reader might miss them, game designers and publishers often repeat several times the rule points which they think are the most important. It is a mistake. It makes the text longer and therefore harder to read. The reader, logically, tend to think that every sentence brings a new information and will often look for it in what is just redundancy. A much better way is to highlight important or easy to miss rules with writing them in bold, in red, in caps or in italics.&nbsp;<br>Line breaks, colors, fonts and font styles, all this can be very helpful in making your rules more clear.&nbsp;<\/em><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em><strong>Writing in English<\/strong><br>I now write all my rules directly in English, even when I plan to first show the game to a French publisher. The first reason is that it allows me to pitch my game to every publisher, no matter their language and nationality. I tried for a while to maintain two parallel versions, one in French and one in English. I soon realized it didn\u2019t work, because I often updated one and not the other, so I got rid of the least useful, the French.<br>My English is not bad, but it\u2019s far from fluent. I am much more at ease in French, my native language, but writing in English might paradoxically be an advantage, because it forces me to write everything in a relatively simple and direct way.<br>I\u2019ve also found out that the English language, thanks to a more direct syntax and a more varied and precise vocabulary, was better suited to rules and instructions than French. That\u2019s the reason why French technicians or computer geeks go directly to the English instructions of their machines or softwares, without giving a single look at the mandatory but mostly useless French language ones. Quite often, a rule point that can be explained in a short english sentence would have required a long paragraph in French. The opposite can happen, but it\u2019s rare.<br>I know many game designers are terrified at the idea of writing rules in English, but it\u2019s not that difficult. The English level required for what is definitely not literary writing is relatively low and US publishers are very understanding with rules written by foreigners.<\/em><\/p>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter size-large is-resized\"><a href=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2017\/06\/Lost-Temple.jpg\"><img loading=\"lazy\" decoding=\"async\" data-attachment-id=\"12107\" data-permalink=\"https:\/\/faidutti.com\/blog\/?attachment_id=12107\" data-orig-file=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2017\/06\/Lost-Temple.jpg\" data-orig-size=\"960,660\" data-comments-opened=\"1\" data-image-meta=\"{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}\" data-image-title=\"Lost Temple\" data-image-description=\"\" data-image-caption=\"\" data-large-file=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2017\/06\/Lost-Temple-584x402.jpg\" src=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2017\/06\/Lost-Temple-584x402.jpg\" alt=\"\" class=\"wp-image-12107\" width=\"394\" height=\"273\"\/><\/a><figcaption class=\"wp-element-caption\">This was the only time a publisher took my English rules and printed the game with them, without having a native speaker proofreading them. There are a few grammar errors, but everyone got them.<\/figcaption><\/figure>\n<\/div>\n\n\n<p class=\"wp-block-paragraph\"><em><strong>Game to rules, rules to game<\/strong><br>When writing rules, prolixity is your greatest ennemy. No matter how complex your game is, you should try to keep the rules as short and simple as possible. If your prototype\u2019s rules look overwhelming, noone will publish it; if your published game rules look overwhelming, noone will read them and noone will play it.&nbsp;<br>If your rules feel too long for the actual complexity of the game, and drag on a dozen pages or more, they might be redundant or haphazardly built. Try another plan, there are always several possibilities and the best one depends on the game\u2019s style. The rules might also be badly written, with long sentences and unnecessary convolutions, in which case you must trim off the fat. &nbsp;<br>Sometimes, the problem is not the clarity of the rules but their number, because the game which took fat during its development. When trimming the fat off the written rules is not enough, you must attack the game system itself, remove the elements which don\u2019t add much, which are used&nbsp; in one game out of ten, or which are too complex to explain in writing. But then it\u2019s not just about rules, so I\u2019ll keep this for another article.<\/em><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em><strong>Examples and graphs<\/strong><br>The rules I give to publishers often have one flaw, they lack examples and the publisher\u2019s main editorial work is to add a few ones. Examples and graphs are not a constitutive part of the rules, they are an illustration \u2013 etymologically, something that enlightens the text. Ideally, they should not be necessary, everything being already explained the written text. Practically, since it\u2019s not always easy to explain things \u00ab&nbsp;in general&nbsp;\u00bb, an example can often help and illustrate a rule.<br>The same is true of graphs and diagrams. They can help to explain a written rule, but except in very specific cases, they should not replace it. There seems to be less difference between text and diagrams in Japanese, and Japanese game rules often mix them. That\u2019s probably why westerners \u2013 or at least me \u2013 often have troubles understanding game rules translated from Japanese.<\/em><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em><strong>Theme and Setting<\/strong><br>I disagree with the game designers who think that the theme is just a trick aimed at making rules explanation easier, and that the mechanisms are the only constitutive part of the game, its essence. A theme or setting is not only this, but this doesn\u2019t mean it can\u2019t also be used this way.<br>When designing my recently published game <a href=\"https:\/\/faidutti.com\/blog\/?p=8884\">Dragons<\/a>, I faced a problem already had seen fifteen years before, with <a href=\"https:\/\/faidutti.com\/blog\/?p=86\">Dragons\u2019 Gold<\/a>. These games have very simple rules, but their scoring system is a \u00ab&nbsp;point salad&nbsp;\u00bb, a system&nbsp;deliberately convoluted so that players cannot assign a precise value to every card or token. I think I did it better this time, because I explained every little scoring rule with a pun. Thematic references in rules can be here just for the fun, but they might also help making sense of a specific rule &#8211; and I\u2019m always proud when I can do both at once, joke and rule explanation, like I did it in Dragons, with three copies of the one ring and a balanced diet of cows and sheep.<\/em><\/p>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter size-large is-resized\"><a href=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2017\/06\/Dragons.jpg\"><img loading=\"lazy\" decoding=\"async\" data-attachment-id=\"12080\" data-permalink=\"https:\/\/faidutti.com\/blog\/?attachment_id=12080\" data-orig-file=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2017\/06\/Dragons.jpg\" data-orig-size=\"600,828\" data-comments-opened=\"1\" data-image-meta=\"{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;1&quot;}\" data-image-title=\"Dragons\" data-image-description=\"\" data-image-caption=\"\" data-large-file=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2017\/06\/Dragons-423x584.jpg\" src=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2017\/06\/Dragons-423x584.jpg\" alt=\"\" class=\"wp-image-12080\" width=\"280\" height=\"392\"\/><\/a><\/figure>\n<\/div>\n\n\n<p class=\"wp-block-paragraph\"> <strong><em>Proofreading<\/em><\/strong><br><em>As a game designer, you should always ask the most literary person among your playtester. As a publisher, you should always hire a professional proofreader, preferably someone who knows a bit about games &#8211; though it might be less necessary for English rules than for French ones.<\/em> <\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em><strong>Playtesting rules<\/strong><br>A publisher who receives a prototype with unclear or in complete rules will probably discard it at once, or will play it wrongly and miss the point. When there\u2019s only a small ambiguity, he might email or phone the designer if it\u2019s Bruno Cathala or Richard Garfield, or may be even Bruno Faidutti, but he won\u2019t bother with this for some unknown wannabe designer.<br>I sometimes buy or receive games whose rules I can\u2019t make sense of. These are usually self-published games, often pledged on Kickstarter because they looked fun. I am a professional; if I have troubles understanding the rules, casual gamers will be completely lost. The game has been published, but it\u2019s stillborn since it won\u2019t ever be played, no matter how good it is.<br>You should playtest not only your game but also your rules before you pitch the game to any publisher. I can\u2019t do it because I usually take part in all the play testing sessions. It\u2019s not a big issue for me since, as I said before, I know I\u2019m quite good at writing rules. On the other hand, I urge every wannabe designer (and publisher) to blindest their rule and listen to critics. It\u2019s the better way to learn how to write clean and complete rules.<\/em><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em><strong>Translating rules<\/strong><br>English language versions of games usually have much better rules, both technically and grammatically, than French versions. English rules are shorter, cleaner, more consistent, more elegantly written. This is true not only of every American games, but also of most German and even French ones. This is why, even when it\u2019s a bit more expensive (and it\u2019s becoming even worse with the Brexit) I try to buy my new games, especially the relatively complex ones, on English.&nbsp;<br>I\u2019ve already dealt with the main reason for this : the English language, with a more precise vocabulary and a simpler syntax, is more suitable for writing rules. Another reason is that American publishers, when translating rules from French, German or any other language, usually hire professional translators. &nbsp;<br>Rules are technical texts, translating a rule is technical translation. Unfortunately, there are few specialized French translators, and even fewer proofreaders. Some French publishers either try to do the job in house; others hire a professional translator who doesn\u2019t know anything about games and usually doesn\u2019t even try to play the game ; others ask gamers to do this and pay them with a few copies of the game. The result, often a sentence for sentence, if not word for word, rendering of the original rules is at best inelegant, at worst incomprehensible. &nbsp;<br>I am neither a professional translator, nor a proofreader. I am sometimes asked by publishers or by other designers to translate from English to French, or to proofread, their rules. I usually decline, except sometimes for very simple games I really like. I am quite good at writing my own games rules, but I don\u2019t think I would be at writing other designers\u2019 ones.&nbsp;<\/em><\/p>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter size-full is-resized\"><a href=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2012\/06\/2219_60192939883_9324_n.jpg\"><img loading=\"lazy\" decoding=\"async\" data-attachment-id=\"1821\" data-permalink=\"https:\/\/faidutti.com\/blog\/sample-page\/2219_60192939883_9324_n\/\" data-orig-file=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2012\/06\/2219_60192939883_9324_n.jpg\" data-orig-size=\"600,600\" data-comments-opened=\"1\" data-image-meta=\"{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;}\" data-image-title=\"Stonehenge cover\" data-image-description=\"\" data-image-caption=\"\" data-large-file=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2012\/06\/2219_60192939883_9324_n.jpg\" src=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2012\/06\/2219_60192939883_9324_n.jpg\" alt=\"\" class=\"wp-image-1821\" width=\"343\" height=\"346\"\/><\/a><figcaption class=\"wp-element-caption\">I don\u2019t know who wrote the French rules, but they make no sense at all.<\/figcaption><\/figure>\n<\/div>\n\n\n<p class=\"wp-block-paragraph\"><em><strong>Translating my rules<\/strong><br>On the other hand, when one of my games needs to be translated from English to French, I usually prefer to do the job myself. I am always shocked when publishers don\u2019t even think of it and spontaneously hire someone else. The result is not always bad, but it sometime does.<br>Three or four of my games have been published with English rules which had been corrected for grammar but were basically mine, and French ones which were not, which feels a bit absurd. It even becomes embarrassing when these French rules are faulty orbadly written, and players assume that this is my writing style. It recently happened again, and the publisher insists that it is his contractual right to use his own translation &#8211; well, may be it is, but it doesn\u2019t make it less stupid. American friends of mine had the exact same disagreeable and humiliating experience with the English language version of games which had been first published in France or Germany. Their rules were translated from English into French, then back from French into English, and they learned about it when it was at the printer.&nbsp;<br>I keep forgetting about it because I\u2019m not one to discuss details in contracts, but I should from now on have specified in every publishing contract that if a game of which I have written the rules is ever to be translated into French, I should be the first person asked to do the translation. And if I decline the offer for any reason, I should still give my formal agreement to the final version.&nbsp;<\/em><\/p>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter size-large is-resized\"><a href=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2018\/08\/venture-angels.jpg\"><img loading=\"lazy\" decoding=\"async\" data-attachment-id=\"9945\" data-permalink=\"https:\/\/faidutti.com\/blog\/blog\/2018\/09\/30\/venture-angels\/venture-angels\/\" data-orig-file=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2018\/08\/venture-angels.jpg\" data-orig-size=\"800,800\" data-comments-opened=\"1\" data-image-meta=\"{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;1&quot;}\" data-image-title=\"venture angels\" data-image-description=\"\" data-image-caption=\"\" data-large-file=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2018\/08\/venture-angels-584x584.jpg\" src=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2018\/08\/venture-angels-584x584.jpg\" alt=\"\" class=\"wp-image-9945\" width=\"359\" height=\"362\"\/><\/a><figcaption class=\"wp-element-caption\">A few of my games have never been published in French. Venture Angels is available in English, Korean and Farsi, and looking for a French publisher.<\/figcaption><\/figure>\n<\/div>\n\n\n<p class=\"wp-block-paragraph\"><em><strong>Mise en abyme<\/strong><br>Reading this article before posting it on my website, I realise it is sometimes redundant. This means I didn\u2019t comply with my own advice. Anyway, this is not a game ruleset, so it doesn\u2019t matter that much.<\/em><\/p>\n\n\n","protected":false},"excerpt":{"rendered":"<p>(Ceci est une version plus d\u00e9taill\u00e9e et mise \u00e0 jour d\u2019un article publi\u00e9 ici en 2018) R\u00e8gles Toute une s\u00e9rie de raisons font que, ces derni\u00e8res ann\u00e9es, je suis devenu un auteur de jeu moins prolifique. Je vieillis un peu &hellip; <a href=\"https:\/\/faidutti.com\/blog\/blog\/2022\/03\/26\/ecrire-et-traduire-une-reglewriting-and-translating-rules\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":2,"featured_media":9910,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_jetpack_newsletter_access":"","_jetpack_dont_email_post_to_subs":false,"_jetpack_newsletter_tier_id":0,"_jetpack_memberships_contains_paywalled_content":false,"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_post_was_ever_published":false},"categories":[123],"tags":[493],"class_list":["post-13082","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-creation-ludique-game-design","tag-trollfest"],"jetpack_featured_media_url":"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2018\/08\/churchill.jpg","jetpack_sharing_enabled":true,"jetpack_shortlink":"https:\/\/wp.me\/p2HNOP-3p0","_links":{"self":[{"href":"https:\/\/faidutti.com\/blog\/wp-json\/wp\/v2\/posts\/13082","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/faidutti.com\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/faidutti.com\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/faidutti.com\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/faidutti.com\/blog\/wp-json\/wp\/v2\/comments?post=13082"}],"version-history":[{"count":18,"href":"https:\/\/faidutti.com\/blog\/wp-json\/wp\/v2\/posts\/13082\/revisions"}],"predecessor-version":[{"id":14730,"href":"https:\/\/faidutti.com\/blog\/wp-json\/wp\/v2\/posts\/13082\/revisions\/14730"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/faidutti.com\/blog\/wp-json\/wp\/v2\/media\/9910"}],"wp:attachment":[{"href":"https:\/\/faidutti.com\/blog\/wp-json\/wp\/v2\/media?parent=13082"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/faidutti.com\/blog\/wp-json\/wp\/v2\/categories?post=13082"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/faidutti.com\/blog\/wp-json\/wp\/v2\/tags?post=13082"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}