Usability at the Table.jpg
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★★★

Adventures are written scenarios for the GM to present to their players, and for the players to interact with. The amount of play is limited by the amount of time required for it to happen. In addition to the playtime itself, there is time the GM needs to invest to prepare an adventure for play. So it’s essential to make them require as little additional markup as possible to be used during a session.

Adventures written in lush prose require too much reading from the GM during play. During a session, the GM will probably not need the information in the expected order, and they will be under pressure to maintain momentum. We know a lot about how to make a text more parsable: hierarchy, bold text, bullet points, supporting visuals, etc. Adventures should use these elements to lighten the GM’s load.

Therefore:

Use information architecture and visual design to make the text of the adventure easily parsable. Highlight important information that the reader will need again and again or at a glance, cut as many unnecessary elements as possible, and always keep the reader and their situation at the table in mind when designing the adventure.

Is improved by Bold Text.