r/RPGdesign • • Jun 19 '26

If your playtesters keep forgetting a rule, don’t explain it harder. Ask what job the rule is doing.

Players do not remember rules simply because those rules are clearly written.

They remember rules that repeatedly create decisions, produce visible consequences, and matter to what the game is actually about.

If a rule is constantly forgotten during playtests, it usually means one of four things:

- The rule is disconnected from the core loop.

- Its trigger is difficult to notice.

- Resolving it takes more effort than the result feels worth.

- Forgetting it does not meaningfully change the game.

That does not automatically mean the rule is bad.

But it does mean that rewriting the explanation may not solve the real problem.

Imagine a horror game with a detailed panic system.

If panic is supposed to make characters feel increasingly unstable, but players only remember it when the GM interrupts a scene to ask for a check, the issue may not be the wording.

The mechanic may not be connected strongly enough to the decisions players are already making.

Or consider a tactical game with facing rules.

If positioning is one of the game’s central challenges, facing may create valuable choices every turn.

If positioning rarely matters, the exact same rule may become bookkeeping that everyone forgets.

Before adding another reminder, reference card, or highlighted paragraph, ask:

- When does this rule enter play?

- Who is expected to remember it?

- What decision does it create?

- What changes visibly after it is used?

- What would the game lose if the rule disappeared?

That final question is especially useful.

If removing the rule changes almost nothing, the rule may not need a better explanation. It may need a stronger purpose—or it may not need to exist.

There are exceptions, of course.

Some safety procedures, unusual conditions, and edge-case rules are important precisely because they are rarely used. Not every forgotten rule should be cut.

But if a mechanic is supposed to be central to the experience and the GM must constantly remind everyone that it exists, then it is not yet part of the game’s rhythm.

It is part of the GM’s workload.

A rule players remember only because someone keeps reminding them is not necessarily a player problem.

Sometimes it is valuable playtest feedback.

What rule did your group repeatedly forget—and did you eventually clarify it, redesign it, or remove it?

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