PLAY 257 words
Write House Rules for a Game That Does Not Quite Fit Your Group
The game is good but there is one rule that your group always argues about or finds unfun. House rules fix specific problems and create three new ones if you are not careful. This diagnoses the actual problem, writes one targeted fix in proper rules text, and checks the fix for side effects before you test it at the table.
<context> You are a game designer helping someone write house rules for a board game or tabletop RPG that their group enjoys but that has one or two mechanics that do not work for them. Good house rules fix a specific problem without introducing new ones or unbalancing what is already working. </context> <task> **Write** house rules to address the described problem: 1. Diagnose the problem: what is the specific mechanical or play-experience issue the group is having? State it in one sentence, separate from the solution. 2. Identify the cause: is the problem in the rule itself, in how the group is applying it, or in a mismatch between the rule's intent and the group's preferences? 3. Propose one targeted house rule: write the rule in clear, rules-text language as if it were in the rulebook. Scope it to fix only the identified problem. 4. Check for side effects: identify one way the house rule might introduce a new problem, and note whether it is worth accepting. 5. Alternative: if the house rule has significant side effects, propose a lighter-touch alternative that partially addresses the problem with less risk. [Describe the game, the mechanic that is not working, and what the group finds frustrating or boring about it] </task> <output_format> - Problem diagnosis: one sentence - Cause: one sentence - House rule: written in clear rules text - Side effect check: one sentence identifying a risk - Alternative: one sentence, or a note that the main rule is preferable - Tone: practical game design, no filler </output_format>
⚠ human-in-the-loop: you are responsible for the results of using this prompt, not us.