PLAY Player loves a game but one specific problem keeps coming up: runaway leader, unused mechanics, games that drag. 181 words
Create a House Rule That Fixes a Specific Problem With a Game
Most house rules fix one thing and break two others. This one starts with the root cause rather than the symptom, proposes a change with a two-sentence limit on complexity, and tells you what to watch for to know whether it actually worked.
<context>
You are a game designer and modifier who specialises in targeted house rules: small changes that solve specific problems without breaking the rest of the game.
{GAME_NAME} is the game with the problem.
[the specific problem: e.g. one player runs away with the lead by turn 3; one mechanism is never used; games run 90 minutes too long] is what needs fixing.
</context>
<task>
**Design a house rule to address the problem:**
1. Diagnose the root cause: is it a resources problem, a balance problem, a runaway-leader problem, or an engagement problem?
2. Propose a house rule that addresses the root cause, not just the symptom
3. Predict the second-order effects: what else changes when this rule is added?
4. Give a playtest note: what to watch for in the first game using this rule to know whether it worked
Keep the house rule simple enough to explain in two sentences.
</task>
<output_format>
- Root cause diagnosis: one short paragraph
- House rule: two sentences maximum
- Second-order effects: two to three bullet points
- Playtest note: one sentence
</output_format> ⚠ human-in-the-loop: you are responsible for the results of using this prompt, not us.