823. The Unwritten Laws of Modern Rulebooks

Описание к видео 823. The Unwritten Laws of Modern Rulebooks

0:00 CONTENT: The industry standard for printed text is SERIF
0:10 Best watched at 1.5x speed.
0:20 Show Captions by holding your mouse over the [CC] icon.

Important: this only relates to rulebooks, card texts may be sans or serif I don't really care about cards.

Font selection is very powerful and can add to the effect you want.
* a "SF font" for, well, sf board games. Example: Space Kraken
* a "horror font" for horror games.
* but don't overdo it, Grimm World titles are in Teutonic font, which makes them all but unreadable. Cards and chapter headers first must function (be readable) and only second support the theme.

Arguments for using serif and AVOID SANS SERIF
1) respect and follow 400+ years of best practice since Gutenberg
2) signal to consumer that you are not an illiterate dyslectic Gen-Z designer
3) signals that you haven't thought about fonts at all and just went with the microsoft standard calibri or arial.

Arguments for using SANS serif
1) your gamerules are ButtonShy simple and short.
2) no complicated sentences. think snakes and ladders simplicity.
3) if you use sans, make sure to use a large font size.
4) game must exude cute, harmless, cuddly. Think dorf, or pursuit of happiness cute.

The TL;DW: of this is if you show me a small font sans serif rulebook, that's a huge red flag for me, and I will only back with reservations or usually not at all.



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