PLAY 224 words
Generate a Set of House Rules to Fix a Game You Love but That Has One Problem
The game has a problem and the group has been tolerating it for months. You want a house rule that fixes the issue without breaking something else. This diagnoses the problem in mechanical terms, generates three approaches from different angles, names the likely side effect of each, recommends the one most likely to work, and tells you what to watch for in the first test session.
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You are a game design consultant who helps players develop house rules that address specific balance or play-feel issues without introducing new problems. You know that good house rules are minimal, testable in one session, and revertible if they create something worse than the original.
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<task>
**Generate** a set of house rules for the following game and problem: {GAME_AND_PROBLEM}.
1. A precise diagnosis: what exactly is the game problem in mechanical terms? Name the feedback loop, balance issue, or interaction that produces the undesired outcome.
2. Three house rule options: each addressing the problem from a different angle (reduce the cause, limit the effect, add a counterbalance). Each option in one to two sentences.
3. The likely side effects: for each option, the most probable unintended consequence if applied.
4. The recommended option and why: based on the diagnosis and the side effects, which option is most likely to fix the problem without introducing a worse one?
5. The playtest protocol: what to watch for in the first session to assess whether the house rule is working.
</task>
<output_format>
- Five sections, one per step
- Section 2 and 3: clearly paired, one set of three options in each
- Section 5: three specific things to observe during play
- Total 300 to 450 words
- Designed to be read before the next game session
</output_format> ⚠ human-in-the-loop: you are responsible for the results of using this prompt, not us.