Explaining made up card game
up vote
16
down vote
favorite
In my book I've made up a card game where I've already thought out the rules. Now I want some of the characters playing this game.
My questions are:
- Should the reader know the rules?
- If I want to explain these rules, where is better to do so, within the story or in some kind of Appendix at the end of the book?
creative-writing world-building ideas
New contributor
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show 2 more comments
up vote
16
down vote
favorite
In my book I've made up a card game where I've already thought out the rules. Now I want some of the characters playing this game.
My questions are:
- Should the reader know the rules?
- If I want to explain these rules, where is better to do so, within the story or in some kind of Appendix at the end of the book?
creative-writing world-building ideas
New contributor
Will this book have a video game tie-in? How you phrase it in fiction differs from how you phrase it in a video game's manual.
– Damian Yerrick
21 hours ago
2
You might want to watch the "Fizzbin" scene from the Star Trek episode "A Piece of the Action".
– Barmar
11 hours ago
An example you may want to look at: Terry Pratchett has the card game cripple mr onion appear in several books, but never explains the rules. "Dabo" and "Tongo" are played several times in the tv show deep space 9, but again - no rules. Not needed.
– Benubird
9 hours ago
1
If you explain the game, then, as I see it, one of two things will happen: either someone will spot that it's nearly identical to a pre-existing game or they'll spot that there's a fundamental flaw in it.
– Strawberry
4 hours ago
If a character gets to $700 and they have to double it, expect a lawsuit from NBC either way.
– Paul D. Waite
4 hours ago
|
show 2 more comments
up vote
16
down vote
favorite
up vote
16
down vote
favorite
In my book I've made up a card game where I've already thought out the rules. Now I want some of the characters playing this game.
My questions are:
- Should the reader know the rules?
- If I want to explain these rules, where is better to do so, within the story or in some kind of Appendix at the end of the book?
creative-writing world-building ideas
New contributor
In my book I've made up a card game where I've already thought out the rules. Now I want some of the characters playing this game.
My questions are:
- Should the reader know the rules?
- If I want to explain these rules, where is better to do so, within the story or in some kind of Appendix at the end of the book?
creative-writing world-building ideas
creative-writing world-building ideas
New contributor
New contributor
edited 6 hours ago
SQB
36
36
New contributor
asked yesterday
programmer23
1835
1835
New contributor
New contributor
Will this book have a video game tie-in? How you phrase it in fiction differs from how you phrase it in a video game's manual.
– Damian Yerrick
21 hours ago
2
You might want to watch the "Fizzbin" scene from the Star Trek episode "A Piece of the Action".
– Barmar
11 hours ago
An example you may want to look at: Terry Pratchett has the card game cripple mr onion appear in several books, but never explains the rules. "Dabo" and "Tongo" are played several times in the tv show deep space 9, but again - no rules. Not needed.
– Benubird
9 hours ago
1
If you explain the game, then, as I see it, one of two things will happen: either someone will spot that it's nearly identical to a pre-existing game or they'll spot that there's a fundamental flaw in it.
– Strawberry
4 hours ago
If a character gets to $700 and they have to double it, expect a lawsuit from NBC either way.
– Paul D. Waite
4 hours ago
|
show 2 more comments
Will this book have a video game tie-in? How you phrase it in fiction differs from how you phrase it in a video game's manual.
– Damian Yerrick
21 hours ago
2
You might want to watch the "Fizzbin" scene from the Star Trek episode "A Piece of the Action".
– Barmar
11 hours ago
An example you may want to look at: Terry Pratchett has the card game cripple mr onion appear in several books, but never explains the rules. "Dabo" and "Tongo" are played several times in the tv show deep space 9, but again - no rules. Not needed.
– Benubird
9 hours ago
1
If you explain the game, then, as I see it, one of two things will happen: either someone will spot that it's nearly identical to a pre-existing game or they'll spot that there's a fundamental flaw in it.
– Strawberry
4 hours ago
If a character gets to $700 and they have to double it, expect a lawsuit from NBC either way.
– Paul D. Waite
4 hours ago
Will this book have a video game tie-in? How you phrase it in fiction differs from how you phrase it in a video game's manual.
– Damian Yerrick
21 hours ago
Will this book have a video game tie-in? How you phrase it in fiction differs from how you phrase it in a video game's manual.
– Damian Yerrick
21 hours ago
2
2
You might want to watch the "Fizzbin" scene from the Star Trek episode "A Piece of the Action".
– Barmar
11 hours ago
You might want to watch the "Fizzbin" scene from the Star Trek episode "A Piece of the Action".
– Barmar
11 hours ago
An example you may want to look at: Terry Pratchett has the card game cripple mr onion appear in several books, but never explains the rules. "Dabo" and "Tongo" are played several times in the tv show deep space 9, but again - no rules. Not needed.
– Benubird
9 hours ago
An example you may want to look at: Terry Pratchett has the card game cripple mr onion appear in several books, but never explains the rules. "Dabo" and "Tongo" are played several times in the tv show deep space 9, but again - no rules. Not needed.
– Benubird
9 hours ago
1
1
If you explain the game, then, as I see it, one of two things will happen: either someone will spot that it's nearly identical to a pre-existing game or they'll spot that there's a fundamental flaw in it.
– Strawberry
4 hours ago
If you explain the game, then, as I see it, one of two things will happen: either someone will spot that it's nearly identical to a pre-existing game or they'll spot that there's a fundamental flaw in it.
– Strawberry
4 hours ago
If a character gets to $700 and they have to double it, expect a lawsuit from NBC either way.
– Paul D. Waite
4 hours ago
If a character gets to $700 and they have to double it, expect a lawsuit from NBC either way.
– Paul D. Waite
4 hours ago
|
show 2 more comments
3 Answers
3
active
oldest
votes
up vote
30
down vote
accepted
Does the reader need to know the rules to understand the story?
For example, is there any point where a character "bluffs" and the reader must understand the rules to recognize that he is making the "wrong" play?
My advice is to consider how the game "fits" into the story, and treat it as a meta narrative device presented in the way it is meant to be perceived. If it is a confusing game with lots of rules, describe it in a confusing way with disconnected rules and anecdotes. Make it confusing to the reader so they understand the game is confusing in-world. It's a kind of show-don't-tell.
If it is a game of arbitrary luck, present it as a toss-up with no skill involved – even if that means exaggerating this aspect, or presenting the game in a different way to how the characters actually play it. Individual characters may see their luck differently, hopefully this tells us something about their character arc and informs us about their worldview.
If it is a game of intense strategy, the deep calculation of one or two "hands" can set an example without boring or confusing readers with every rule. You can specifically show the same hand, so the reader has seen it before and understands the stakes of that particular strategy.
In worldbuilding, less is usually more. The goal is to make your environment feel "natural", not to show how inventive and clever you are with one particular element which often backfires if it's non-essential. If the game is simple, readers should grow an idea of the rules and obstacles just through casual conversation.
Of course you can have one character teach the game to another, but again the focus should be on their character arcs and all the subtle interactions revealing more about them than the actual game.
Stories aren't about connecting all the dots – there's magic that happens in the reader's head when they connect the dots for themselves, that's why infodumps should be avoided. Basically nothing should be in the story that doesn't contribute to the theme, mood, or character arcs.
An in-world game with specific rules sounds like a fun idea, but the reader should be focused on the characters who are playing the game. Whether readers would be able to win the game themselves is probably not essential to the story.
1
This game is not essential at all, is just a part of Worldbuilding. The game has a set of rules, but it has some kind of random factor (is quite similar to Poker). Maybe I can not explain the entire rules of the game, but just point out some hints while the game is being played. For example, what needs the player to win over the other.
– programmer23
yesterday
3
@programmer23, that sounds good. And if we hear different opinions or advice, we know it's not the game that changes, it's the player…. Feels even more relevant as poker, it is mostly chance but with this extra "cult of personality" that supposedly makes one player better than another.
– wetcircuit
yesterday
1
Yeah, in the end I decided to include a player which never played before and the conversation worked quite well, the expert explains the rules with examples to make it clearer.
– programmer23
yesterday
add a comment |
up vote
17
down vote
The question largely depends on whether the game and its particular rules are important to the story or not.
Take, for example, Quidditch, from the Harry Potter series. The game constitutes a major story element in the first six books, and the key to a plot coupon in the seventh. So much story-time is devoted to it, that the readers need to understand what's going on. Since the rules need to be explained, they are explained within the story, when a character teaches the MC how to play.
A different example: 3D chess, in Star Trek, the Original Series. Spock is seen playing more than once - against, Kirk, against a computer etc. But it's not a major story element. It merely serves to illustrate that Spock is smart, and that in the age of space people play chess in 3D (which is a nice worldbuilding element - chess was made to simulate battle, and in that setting battles would be fought in space - in 3D). The exact rules of the game are unimportant. Since they're not important, they're never explained (and in fact never got invented in the first place).
Now, your card game - are the specific rules important to the story? Do elements of the story hinge on the particular rules? Then explain the rules, in-story. Is it that only some particular elements need to be understood (there's bluffing and money changes hands, for example)? Then mention only those elements - like chess in the Star Trek example. Is the particular game not important at all, it's just that you want a made-up game for your made-up world, and it's in fact Poker for all intents and purposes? Then don't mention rules at all, just say your characters are playing [InsertGameNameHere].
The rules are not important (at least not in this story), is just a part of the world building. Maybe I can give some hints, but not explain the rules specifically.
– programmer23
yesterday
add a comment |
up vote
1
down vote
As the others have said, the details are not important.
Readers will want to know whether this is a game of skill (chess), of chance (most dice games), or of bluffing (poker). It will probably be all of these, but what is the most important? Characters may disagree. Most beginners believe believe poker to be a game of chance, while experienced players know that the bluffing aspect is more important.
Another important aspect is if it is possible to cheat. Have another ace up your sleeve? Could always come in handy.
You asked if you should put the rules in an appendix. I would say no, not today. Thirty years ago it would have been a good idea, but today we have the Internet.
Make a commercial web site, with a list of your books and how to get them. Put the rules there too.
add a comment |
3 Answers
3
active
oldest
votes
3 Answers
3
active
oldest
votes
active
oldest
votes
active
oldest
votes
up vote
30
down vote
accepted
Does the reader need to know the rules to understand the story?
For example, is there any point where a character "bluffs" and the reader must understand the rules to recognize that he is making the "wrong" play?
My advice is to consider how the game "fits" into the story, and treat it as a meta narrative device presented in the way it is meant to be perceived. If it is a confusing game with lots of rules, describe it in a confusing way with disconnected rules and anecdotes. Make it confusing to the reader so they understand the game is confusing in-world. It's a kind of show-don't-tell.
If it is a game of arbitrary luck, present it as a toss-up with no skill involved – even if that means exaggerating this aspect, or presenting the game in a different way to how the characters actually play it. Individual characters may see their luck differently, hopefully this tells us something about their character arc and informs us about their worldview.
If it is a game of intense strategy, the deep calculation of one or two "hands" can set an example without boring or confusing readers with every rule. You can specifically show the same hand, so the reader has seen it before and understands the stakes of that particular strategy.
In worldbuilding, less is usually more. The goal is to make your environment feel "natural", not to show how inventive and clever you are with one particular element which often backfires if it's non-essential. If the game is simple, readers should grow an idea of the rules and obstacles just through casual conversation.
Of course you can have one character teach the game to another, but again the focus should be on their character arcs and all the subtle interactions revealing more about them than the actual game.
Stories aren't about connecting all the dots – there's magic that happens in the reader's head when they connect the dots for themselves, that's why infodumps should be avoided. Basically nothing should be in the story that doesn't contribute to the theme, mood, or character arcs.
An in-world game with specific rules sounds like a fun idea, but the reader should be focused on the characters who are playing the game. Whether readers would be able to win the game themselves is probably not essential to the story.
1
This game is not essential at all, is just a part of Worldbuilding. The game has a set of rules, but it has some kind of random factor (is quite similar to Poker). Maybe I can not explain the entire rules of the game, but just point out some hints while the game is being played. For example, what needs the player to win over the other.
– programmer23
yesterday
3
@programmer23, that sounds good. And if we hear different opinions or advice, we know it's not the game that changes, it's the player…. Feels even more relevant as poker, it is mostly chance but with this extra "cult of personality" that supposedly makes one player better than another.
– wetcircuit
yesterday
1
Yeah, in the end I decided to include a player which never played before and the conversation worked quite well, the expert explains the rules with examples to make it clearer.
– programmer23
yesterday
add a comment |
up vote
30
down vote
accepted
Does the reader need to know the rules to understand the story?
For example, is there any point where a character "bluffs" and the reader must understand the rules to recognize that he is making the "wrong" play?
My advice is to consider how the game "fits" into the story, and treat it as a meta narrative device presented in the way it is meant to be perceived. If it is a confusing game with lots of rules, describe it in a confusing way with disconnected rules and anecdotes. Make it confusing to the reader so they understand the game is confusing in-world. It's a kind of show-don't-tell.
If it is a game of arbitrary luck, present it as a toss-up with no skill involved – even if that means exaggerating this aspect, or presenting the game in a different way to how the characters actually play it. Individual characters may see their luck differently, hopefully this tells us something about their character arc and informs us about their worldview.
If it is a game of intense strategy, the deep calculation of one or two "hands" can set an example without boring or confusing readers with every rule. You can specifically show the same hand, so the reader has seen it before and understands the stakes of that particular strategy.
In worldbuilding, less is usually more. The goal is to make your environment feel "natural", not to show how inventive and clever you are with one particular element which often backfires if it's non-essential. If the game is simple, readers should grow an idea of the rules and obstacles just through casual conversation.
Of course you can have one character teach the game to another, but again the focus should be on their character arcs and all the subtle interactions revealing more about them than the actual game.
Stories aren't about connecting all the dots – there's magic that happens in the reader's head when they connect the dots for themselves, that's why infodumps should be avoided. Basically nothing should be in the story that doesn't contribute to the theme, mood, or character arcs.
An in-world game with specific rules sounds like a fun idea, but the reader should be focused on the characters who are playing the game. Whether readers would be able to win the game themselves is probably not essential to the story.
1
This game is not essential at all, is just a part of Worldbuilding. The game has a set of rules, but it has some kind of random factor (is quite similar to Poker). Maybe I can not explain the entire rules of the game, but just point out some hints while the game is being played. For example, what needs the player to win over the other.
– programmer23
yesterday
3
@programmer23, that sounds good. And if we hear different opinions or advice, we know it's not the game that changes, it's the player…. Feels even more relevant as poker, it is mostly chance but with this extra "cult of personality" that supposedly makes one player better than another.
– wetcircuit
yesterday
1
Yeah, in the end I decided to include a player which never played before and the conversation worked quite well, the expert explains the rules with examples to make it clearer.
– programmer23
yesterday
add a comment |
up vote
30
down vote
accepted
up vote
30
down vote
accepted
Does the reader need to know the rules to understand the story?
For example, is there any point where a character "bluffs" and the reader must understand the rules to recognize that he is making the "wrong" play?
My advice is to consider how the game "fits" into the story, and treat it as a meta narrative device presented in the way it is meant to be perceived. If it is a confusing game with lots of rules, describe it in a confusing way with disconnected rules and anecdotes. Make it confusing to the reader so they understand the game is confusing in-world. It's a kind of show-don't-tell.
If it is a game of arbitrary luck, present it as a toss-up with no skill involved – even if that means exaggerating this aspect, or presenting the game in a different way to how the characters actually play it. Individual characters may see their luck differently, hopefully this tells us something about their character arc and informs us about their worldview.
If it is a game of intense strategy, the deep calculation of one or two "hands" can set an example without boring or confusing readers with every rule. You can specifically show the same hand, so the reader has seen it before and understands the stakes of that particular strategy.
In worldbuilding, less is usually more. The goal is to make your environment feel "natural", not to show how inventive and clever you are with one particular element which often backfires if it's non-essential. If the game is simple, readers should grow an idea of the rules and obstacles just through casual conversation.
Of course you can have one character teach the game to another, but again the focus should be on their character arcs and all the subtle interactions revealing more about them than the actual game.
Stories aren't about connecting all the dots – there's magic that happens in the reader's head when they connect the dots for themselves, that's why infodumps should be avoided. Basically nothing should be in the story that doesn't contribute to the theme, mood, or character arcs.
An in-world game with specific rules sounds like a fun idea, but the reader should be focused on the characters who are playing the game. Whether readers would be able to win the game themselves is probably not essential to the story.
Does the reader need to know the rules to understand the story?
For example, is there any point where a character "bluffs" and the reader must understand the rules to recognize that he is making the "wrong" play?
My advice is to consider how the game "fits" into the story, and treat it as a meta narrative device presented in the way it is meant to be perceived. If it is a confusing game with lots of rules, describe it in a confusing way with disconnected rules and anecdotes. Make it confusing to the reader so they understand the game is confusing in-world. It's a kind of show-don't-tell.
If it is a game of arbitrary luck, present it as a toss-up with no skill involved – even if that means exaggerating this aspect, or presenting the game in a different way to how the characters actually play it. Individual characters may see their luck differently, hopefully this tells us something about their character arc and informs us about their worldview.
If it is a game of intense strategy, the deep calculation of one or two "hands" can set an example without boring or confusing readers with every rule. You can specifically show the same hand, so the reader has seen it before and understands the stakes of that particular strategy.
In worldbuilding, less is usually more. The goal is to make your environment feel "natural", not to show how inventive and clever you are with one particular element which often backfires if it's non-essential. If the game is simple, readers should grow an idea of the rules and obstacles just through casual conversation.
Of course you can have one character teach the game to another, but again the focus should be on their character arcs and all the subtle interactions revealing more about them than the actual game.
Stories aren't about connecting all the dots – there's magic that happens in the reader's head when they connect the dots for themselves, that's why infodumps should be avoided. Basically nothing should be in the story that doesn't contribute to the theme, mood, or character arcs.
An in-world game with specific rules sounds like a fun idea, but the reader should be focused on the characters who are playing the game. Whether readers would be able to win the game themselves is probably not essential to the story.
edited yesterday
answered yesterday
wetcircuit
6,6601136
6,6601136
1
This game is not essential at all, is just a part of Worldbuilding. The game has a set of rules, but it has some kind of random factor (is quite similar to Poker). Maybe I can not explain the entire rules of the game, but just point out some hints while the game is being played. For example, what needs the player to win over the other.
– programmer23
yesterday
3
@programmer23, that sounds good. And if we hear different opinions or advice, we know it's not the game that changes, it's the player…. Feels even more relevant as poker, it is mostly chance but with this extra "cult of personality" that supposedly makes one player better than another.
– wetcircuit
yesterday
1
Yeah, in the end I decided to include a player which never played before and the conversation worked quite well, the expert explains the rules with examples to make it clearer.
– programmer23
yesterday
add a comment |
1
This game is not essential at all, is just a part of Worldbuilding. The game has a set of rules, but it has some kind of random factor (is quite similar to Poker). Maybe I can not explain the entire rules of the game, but just point out some hints while the game is being played. For example, what needs the player to win over the other.
– programmer23
yesterday
3
@programmer23, that sounds good. And if we hear different opinions or advice, we know it's not the game that changes, it's the player…. Feels even more relevant as poker, it is mostly chance but with this extra "cult of personality" that supposedly makes one player better than another.
– wetcircuit
yesterday
1
Yeah, in the end I decided to include a player which never played before and the conversation worked quite well, the expert explains the rules with examples to make it clearer.
– programmer23
yesterday
1
1
This game is not essential at all, is just a part of Worldbuilding. The game has a set of rules, but it has some kind of random factor (is quite similar to Poker). Maybe I can not explain the entire rules of the game, but just point out some hints while the game is being played. For example, what needs the player to win over the other.
– programmer23
yesterday
This game is not essential at all, is just a part of Worldbuilding. The game has a set of rules, but it has some kind of random factor (is quite similar to Poker). Maybe I can not explain the entire rules of the game, but just point out some hints while the game is being played. For example, what needs the player to win over the other.
– programmer23
yesterday
3
3
@programmer23, that sounds good. And if we hear different opinions or advice, we know it's not the game that changes, it's the player…. Feels even more relevant as poker, it is mostly chance but with this extra "cult of personality" that supposedly makes one player better than another.
– wetcircuit
yesterday
@programmer23, that sounds good. And if we hear different opinions or advice, we know it's not the game that changes, it's the player…. Feels even more relevant as poker, it is mostly chance but with this extra "cult of personality" that supposedly makes one player better than another.
– wetcircuit
yesterday
1
1
Yeah, in the end I decided to include a player which never played before and the conversation worked quite well, the expert explains the rules with examples to make it clearer.
– programmer23
yesterday
Yeah, in the end I decided to include a player which never played before and the conversation worked quite well, the expert explains the rules with examples to make it clearer.
– programmer23
yesterday
add a comment |
up vote
17
down vote
The question largely depends on whether the game and its particular rules are important to the story or not.
Take, for example, Quidditch, from the Harry Potter series. The game constitutes a major story element in the first six books, and the key to a plot coupon in the seventh. So much story-time is devoted to it, that the readers need to understand what's going on. Since the rules need to be explained, they are explained within the story, when a character teaches the MC how to play.
A different example: 3D chess, in Star Trek, the Original Series. Spock is seen playing more than once - against, Kirk, against a computer etc. But it's not a major story element. It merely serves to illustrate that Spock is smart, and that in the age of space people play chess in 3D (which is a nice worldbuilding element - chess was made to simulate battle, and in that setting battles would be fought in space - in 3D). The exact rules of the game are unimportant. Since they're not important, they're never explained (and in fact never got invented in the first place).
Now, your card game - are the specific rules important to the story? Do elements of the story hinge on the particular rules? Then explain the rules, in-story. Is it that only some particular elements need to be understood (there's bluffing and money changes hands, for example)? Then mention only those elements - like chess in the Star Trek example. Is the particular game not important at all, it's just that you want a made-up game for your made-up world, and it's in fact Poker for all intents and purposes? Then don't mention rules at all, just say your characters are playing [InsertGameNameHere].
The rules are not important (at least not in this story), is just a part of the world building. Maybe I can give some hints, but not explain the rules specifically.
– programmer23
yesterday
add a comment |
up vote
17
down vote
The question largely depends on whether the game and its particular rules are important to the story or not.
Take, for example, Quidditch, from the Harry Potter series. The game constitutes a major story element in the first six books, and the key to a plot coupon in the seventh. So much story-time is devoted to it, that the readers need to understand what's going on. Since the rules need to be explained, they are explained within the story, when a character teaches the MC how to play.
A different example: 3D chess, in Star Trek, the Original Series. Spock is seen playing more than once - against, Kirk, against a computer etc. But it's not a major story element. It merely serves to illustrate that Spock is smart, and that in the age of space people play chess in 3D (which is a nice worldbuilding element - chess was made to simulate battle, and in that setting battles would be fought in space - in 3D). The exact rules of the game are unimportant. Since they're not important, they're never explained (and in fact never got invented in the first place).
Now, your card game - are the specific rules important to the story? Do elements of the story hinge on the particular rules? Then explain the rules, in-story. Is it that only some particular elements need to be understood (there's bluffing and money changes hands, for example)? Then mention only those elements - like chess in the Star Trek example. Is the particular game not important at all, it's just that you want a made-up game for your made-up world, and it's in fact Poker for all intents and purposes? Then don't mention rules at all, just say your characters are playing [InsertGameNameHere].
The rules are not important (at least not in this story), is just a part of the world building. Maybe I can give some hints, but not explain the rules specifically.
– programmer23
yesterday
add a comment |
up vote
17
down vote
up vote
17
down vote
The question largely depends on whether the game and its particular rules are important to the story or not.
Take, for example, Quidditch, from the Harry Potter series. The game constitutes a major story element in the first six books, and the key to a plot coupon in the seventh. So much story-time is devoted to it, that the readers need to understand what's going on. Since the rules need to be explained, they are explained within the story, when a character teaches the MC how to play.
A different example: 3D chess, in Star Trek, the Original Series. Spock is seen playing more than once - against, Kirk, against a computer etc. But it's not a major story element. It merely serves to illustrate that Spock is smart, and that in the age of space people play chess in 3D (which is a nice worldbuilding element - chess was made to simulate battle, and in that setting battles would be fought in space - in 3D). The exact rules of the game are unimportant. Since they're not important, they're never explained (and in fact never got invented in the first place).
Now, your card game - are the specific rules important to the story? Do elements of the story hinge on the particular rules? Then explain the rules, in-story. Is it that only some particular elements need to be understood (there's bluffing and money changes hands, for example)? Then mention only those elements - like chess in the Star Trek example. Is the particular game not important at all, it's just that you want a made-up game for your made-up world, and it's in fact Poker for all intents and purposes? Then don't mention rules at all, just say your characters are playing [InsertGameNameHere].
The question largely depends on whether the game and its particular rules are important to the story or not.
Take, for example, Quidditch, from the Harry Potter series. The game constitutes a major story element in the first six books, and the key to a plot coupon in the seventh. So much story-time is devoted to it, that the readers need to understand what's going on. Since the rules need to be explained, they are explained within the story, when a character teaches the MC how to play.
A different example: 3D chess, in Star Trek, the Original Series. Spock is seen playing more than once - against, Kirk, against a computer etc. But it's not a major story element. It merely serves to illustrate that Spock is smart, and that in the age of space people play chess in 3D (which is a nice worldbuilding element - chess was made to simulate battle, and in that setting battles would be fought in space - in 3D). The exact rules of the game are unimportant. Since they're not important, they're never explained (and in fact never got invented in the first place).
Now, your card game - are the specific rules important to the story? Do elements of the story hinge on the particular rules? Then explain the rules, in-story. Is it that only some particular elements need to be understood (there's bluffing and money changes hands, for example)? Then mention only those elements - like chess in the Star Trek example. Is the particular game not important at all, it's just that you want a made-up game for your made-up world, and it's in fact Poker for all intents and purposes? Then don't mention rules at all, just say your characters are playing [InsertGameNameHere].
answered yesterday
Galastel
22.8k356125
22.8k356125
The rules are not important (at least not in this story), is just a part of the world building. Maybe I can give some hints, but not explain the rules specifically.
– programmer23
yesterday
add a comment |
The rules are not important (at least not in this story), is just a part of the world building. Maybe I can give some hints, but not explain the rules specifically.
– programmer23
yesterday
The rules are not important (at least not in this story), is just a part of the world building. Maybe I can give some hints, but not explain the rules specifically.
– programmer23
yesterday
The rules are not important (at least not in this story), is just a part of the world building. Maybe I can give some hints, but not explain the rules specifically.
– programmer23
yesterday
add a comment |
up vote
1
down vote
As the others have said, the details are not important.
Readers will want to know whether this is a game of skill (chess), of chance (most dice games), or of bluffing (poker). It will probably be all of these, but what is the most important? Characters may disagree. Most beginners believe believe poker to be a game of chance, while experienced players know that the bluffing aspect is more important.
Another important aspect is if it is possible to cheat. Have another ace up your sleeve? Could always come in handy.
You asked if you should put the rules in an appendix. I would say no, not today. Thirty years ago it would have been a good idea, but today we have the Internet.
Make a commercial web site, with a list of your books and how to get them. Put the rules there too.
add a comment |
up vote
1
down vote
As the others have said, the details are not important.
Readers will want to know whether this is a game of skill (chess), of chance (most dice games), or of bluffing (poker). It will probably be all of these, but what is the most important? Characters may disagree. Most beginners believe believe poker to be a game of chance, while experienced players know that the bluffing aspect is more important.
Another important aspect is if it is possible to cheat. Have another ace up your sleeve? Could always come in handy.
You asked if you should put the rules in an appendix. I would say no, not today. Thirty years ago it would have been a good idea, but today we have the Internet.
Make a commercial web site, with a list of your books and how to get them. Put the rules there too.
add a comment |
up vote
1
down vote
up vote
1
down vote
As the others have said, the details are not important.
Readers will want to know whether this is a game of skill (chess), of chance (most dice games), or of bluffing (poker). It will probably be all of these, but what is the most important? Characters may disagree. Most beginners believe believe poker to be a game of chance, while experienced players know that the bluffing aspect is more important.
Another important aspect is if it is possible to cheat. Have another ace up your sleeve? Could always come in handy.
You asked if you should put the rules in an appendix. I would say no, not today. Thirty years ago it would have been a good idea, but today we have the Internet.
Make a commercial web site, with a list of your books and how to get them. Put the rules there too.
As the others have said, the details are not important.
Readers will want to know whether this is a game of skill (chess), of chance (most dice games), or of bluffing (poker). It will probably be all of these, but what is the most important? Characters may disagree. Most beginners believe believe poker to be a game of chance, while experienced players know that the bluffing aspect is more important.
Another important aspect is if it is possible to cheat. Have another ace up your sleeve? Could always come in handy.
You asked if you should put the rules in an appendix. I would say no, not today. Thirty years ago it would have been a good idea, but today we have the Internet.
Make a commercial web site, with a list of your books and how to get them. Put the rules there too.
answered 12 hours ago
Stig Hemmer
40634
40634
add a comment |
add a comment |
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Will this book have a video game tie-in? How you phrase it in fiction differs from how you phrase it in a video game's manual.
– Damian Yerrick
21 hours ago
2
You might want to watch the "Fizzbin" scene from the Star Trek episode "A Piece of the Action".
– Barmar
11 hours ago
An example you may want to look at: Terry Pratchett has the card game cripple mr onion appear in several books, but never explains the rules. "Dabo" and "Tongo" are played several times in the tv show deep space 9, but again - no rules. Not needed.
– Benubird
9 hours ago
1
If you explain the game, then, as I see it, one of two things will happen: either someone will spot that it's nearly identical to a pre-existing game or they'll spot that there's a fundamental flaw in it.
– Strawberry
4 hours ago
If a character gets to $700 and they have to double it, expect a lawsuit from NBC either way.
– Paul D. Waite
4 hours ago