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Hand-Write Ten: Going Back to Wireframes

I went to Protospiel with something that looked like a finished game and came home to pen and grid paper. In my professional life, going back to wireframes is never a good sign — it means there is a fundamental problem in the usability of the system. A publisher advised me to prove the core loop before making the rest using hand written tiles for speed-to-test. I took his advice. And it took me all day.

Lipstick on a Hippo

I had what looked like a high-fidelity project. Tiles in slots, card decks in cases, dice in a box. Then the feedback coming out of Protospiel put me back at pen and grid paper, hand-drawing wireframes for a tile and a rules system I had already designed once.

Going back to wireframes, in my professional experience, is never a good sign. It means there is a fundamental problem in the usability of the system, and no amount of better visual design fixes it. You can’t put lipstick on a hippo.

A crowned hippopotamus in smeared red lipstick, a mouthful of room tiles, standing on a stack of game design books on a desk strewn with tiles, tokens, dice, Sharpies, a tube of lipstick and blank grid paper, a manor blueprint on the wall behind
The blank grid paper on the right is the part that matters.

The feedback took a specific form, and it came from a publisher. Paraphrasing: you could hand-write a small number of cards that prove out each room type — say ten — get the core loop working, and then create the rest.

That is correct. It’s correct the way “write the test first” is correct. Eighty-five finished tiles is production, and production before the loop is proven is how a prototype eats a year. It landed at all because of how Protospiel had gone — not one playtest made it to the end.

After my bruised ego healed, I sat down to take roughly ten tiles, one per room type, write them by hand, and see whether the loop held.

Ten by hand

So: grid paper, a pen, ten tiles, one per room type. Front and back, at size.

A hand-drawn notebook page on grid paper headed Front / Back Iteration 9-18-26, showing a Bedroom tile front with a purple colour band, the room name, the line Enter: +2 Steps and a black door notch, beside a back divided into Trunk, Dig and Roll slots
Bedroom, front and back.
A hand-drawn notebook page showing a generic tile front labelled with arrows for gem cost, colour band and door, a Foyer tile, and a Garage back worked example crowded with rule text, with a margin note in heavy pen reading crap, inflated, poorly written, jargon filled, too long, lazy writing
The Garage back, and the review it got.

What started as a content exercise became the need to create a whole new tile and rule writing system for the room tiles. Which turned into a content audit for each and every front and back of tile. Which surfaced the need for a systematic layout for the card backs.

Then I drew the Garage back as a worked example and wrote what I thought of it in the margin. Crap. Inflated, poorly written, jargon filled, too long. Lazy writing.

That is what the grid paper is for. On screen the rule text always fits, because I can always make the type smaller. On paper the box is the box. The Garage rule ran past the edge of a hand-drawn square and there was nowhere for it to go.

The tile system design surfaced two models which were content placement questions and labeling consistency needs.

Side-by-side comparison of the Bedroom tile under Model A, entry on front, and Model B, placed on front, each showing a front and a back with the four-slot strip and a character count beneath
Bedroom, Model A and Model B.

The labels were half a system

Seven labels, all of them answering one question: when does this fire. Then 28 of the 85 backs turned out to carry rules with no label at all, because about a fifth of what a room does isn’t a firing time. “Counts as a bedroom” is a standing fact. “Studio addition” is a note about the bag. “Furnace also placed” is a condition. One vocabulary doing three jobs, and the third job had no words at all.

The fix was a form, not more words. Four fixed slots across the top of the back — Trunk, Dig, Roll, Placement — with prose underneath. Once the slots take the structural lines, 54 of the 85 backs have no prose left on them. It was never a writing problem. It was a layout problem.

Thirteen printed and mounted room tile fronts laid out on a white surface, each with a coloured border, room name, gem cost and one line of rule text — Bedroom, Nursery, Master Bedroom, Hallway, Kitchen, Gymnasium, Greenhouse, Furnace, Parlor, Foyer, Garage, Coat Check and Freezer
Thirteen fronts, printed, cut and mounted.
The same thirteen tiles turned over, each back carrying a four-slot strip across the top and prose rule text underneath, several of the slots showing only a dash
The same thirteen, turned over.

Two models, drawn and printed

Model A puts entry effects on the front. Model B puts placement effects there. Both written from scratch for the face they sit on, because the first attempt had quietly loaded the comparison by moving back-length sentences onto B’s front.

Blank fronts tied at six each. Four of the eleven tiles came out identical under both models — Parlor, Hallway, Kitchen, Greenhouse — because their rules are FIRST EVER, ONCE A DAY and FROM HERE, which neither model reaches. A third of the test set doesn’t care about the decision at all.

Model A won on one argument. Placement rules are conditions, and conditions need words. Entry effects are transactions, and transactions are short.

Then the print answered a question nobody had asked. Layout and legibility were mostly fine. What it showed instead was the empty ones. An empty front reads as deliberate. An empty back reads as an unfilled form — four outlined boxes with a dash in each doesn’t say “none,” it says somebody forgot.

Eighteen systems, one tile

Mt. Holly is a mansion that I’m learning has an entire city’s worth of systems running through its halls.

Here is what has to fit on a square smaller than a coaster. Eighteen separate systems. The median room touches five of them at once. The worst three — Greenhouse, Garage, Secret Garden — touch nine.

Systems on a single tile · rooms each one touches
1Colour taxonomy — six colours, six rule sets85
2Room shape and doorways85
3Timing labels — PLACED · ENTER · FIRST ENTRY · ONCE A DAY · FIRST EVER · FROM HERE · END DAY HERE69
4Gem cost32
5The video game’s subtype icons30
6Item roll (d6, 4+)18
7Dig tokens16
8Placement restrictions16
9Card decks drawn from a tile15
10Trunks13
11Campaign Sheet tracking12
12Tomorrow / next-run carry9
13Safe rooms6
14Clue pieces and the red letter chain6
15Special keys and the Keychain6
16Once-a-day state — no marker designed5
17Spreads — tokens onto other rooms4
18The lever / Antechamber chain4
Every one of these has to be legible, teachable, and not contradict any of the others.

And it has to do that for a room a player looks at for about nine seconds before deciding whether to spend a gem on it. That’s the job.

Ten tiles do not reduce that to ten tiles’ worth of decisions. The median room touches five systems, and to write one tile honestly you have to have settled those five for every room that shares them. The sample doesn’t isolate. It tells you which decisions you have been postponing, all at once, in a pile.

The numbers, as evidence

Every one of these was computed from the room file, not estimated. This is what it looks like when you measure whether eighteen systems fit.

The tile system still needs work.

And eighteen systems still isn’t doing the whole job.
A vulture with wings built from burnt playing cards and Archive Keychain cards and brass mechanical joints, standing on a scorched Mount Holly Estate blueprint marked Day One, the Deed of Trust and Surveyor's Notes smouldering at the edges, with the words CALL IT A DAY in the corner
Call it a day. Which is also the rule.

— QQ

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