← Instructional Design · Project Management
Case Study
Rebuilding the movement rules for 20 Below, a tabletop RPG I’ve produced since 2021, so the same rule works whether a table plays on a map or entirely in their heads. The work went one decision at a time, with every number simulated, and it was written once for two very different learners.
The movement rules fit in a few paragraphs, and they had drifted. The same all-out run appeared twice, as “Run” at four times your Movement Rate and “Sprint” at five. A line claiming a sprint “crosses Near in a single turn” wasn’t true for the slowest characters. Climbing, swimming, jumping, bad ground, chases and travel had no rules at all, even though equipment and creature cards already assumed them. Snowshoes cancelled a deep-snow penalty that didn’t exist. A motorcycle gave Advantage on Chase rolls with no chase rules to roll. Creature cards listed flying, swimming and burrowing speeds with nothing saying how to use them.
And the rules assumed readers knew what “theater of the mind” meant. Half of the tables who’d pick up this book have never played without a map, and the other half have never played with one.
The instructional-design decision that shaped everything else: every rule is stated once, then applied two ways.
No map. The GM keeps rough distances in meters, and the range band follows from where you end up. The chapter now explains what that is and how it runs on the numbers already on the sheet.
A map where one hex is one meter, so Movement Rate is simply the number of hexes. Nothing to convert, and a map printed at an inch to the meter stays to scale.
Because both tracks use the same numbers, a table can switch mid-session: a map for the warehouse fight, no map for the rooftop chase after it. Every section ends with the same worked example played both ways.
Every simulation ran against the same five test characters: Fragile Frankie, Mediocre Mike, Average Annie, Tough Tony and Maxed Maggie. Each has the same score in every attribute (1, 3, 5, 7 and 10). They’re simulants: fixed benchmarks for design rather than characters anyone would build. Mike was added partway through, to fill the gap between Frankie and Annie, and he turned out to mark exactly where one finding flipped.
More than sixty rulings went into this chapter. None of them started as a blank page, and none of them were made by the assistant. Every one followed the same loop.
Leaving a fight had four options, from “nothing extra” to a contested break-away roll. I chose nothing extra. The turn order already makes running away cost something, so a new roll would add work without adding any decisions.
For travel pace I asked for real walking data instead of a guess. The assistant mined real-world benchmarks, and the rule was tuned until every test character landed in the matching real-world range.
The simulation showed the strongest character climbing vertical glass almost half the time. The assistant flagged it as a possible problem. My ruling: “this is anime.” Nearly Impossible stays possible for the best.
Study a Target has no roll: “spending a round is enough. That is a huge spend in combat.” A turn given up is already the price. Charging a roll on top would make players pay twice.
Cover has one rule for every action that gets you behind something. Diving, stepping and crawling into cover all use the same full or partial grades, so players learn it once.
A creature ignores terrain it lives in, unless the characters changed the ground. Bring the building down or flood the room, and it pays like anyone else. Players always get a way to fight back.
A new rule is a new thing to learn, so the first question for any gap was whether a rule the game already had could fill it.
Three times a simulation said a draft was wrong. Each time, the fix changed a parameter and kept the idea.
The assistant recommends and I decide, and the record shows it’s not a rubber stamp.
| Question | Assistant recommended | I ruled |
|---|---|---|
| Should Full Defense keep its Defense bonus on top of Disadvantage? | Cut it; the Disadvantage alone is enough | Keep both. Against a guard dog, Annie is hit 22% of the time instead of 79%. |
| Is Dive for Cover Fast only? | Yes | No. In a Normal round you can move in, then hit the deck. |
| Do we need more band-specific actions? | None | Add Snap to Cover: a single step into cover, staying on your feet. |
| How should a chase be tracked? | A range-band track | Counted in meters, with the band track’s end conditions. |
| What does a critical Chase roll do? | Halve the other side’s movement | Move 1.5 times as far yourself. |
| Where does the forced-march clock start? | Endurance rolls right after 8 hours | Stamina hours free past 8. That later became the Stamina-length day, which the assistant proposed and I adopted. |
| What does a creature need when it grabs or gets grabbed? | Use its Soak as a stand-in for Potence | Give every creature real sub-stats. A bigger job, added to the to-do list. |
A name teaches the rule before the text does, so names got options too. “Attack on the Run” won over “Running Attack” because it fits a pistol and a machete equally, and doesn’t suggest a Dash’s distance. “Bulldoze” was picked from fourteen candidates. “Belly Down” separates choosing to get low from being knocked flat, which is still “Prone,” and that split became a rule of its own: Prone is only ever something that happens to you.
The work ran as a conversation, and both sides caught each other’s mistakes.
I read a table as off by a factor of 1.5. The assistant checked the formula in the rules, the book and the app’s code, showed the numbers were right, and then fixed what was actually wrong: the table was correct but needed a second read. The lesson carried forward: always say what each end of a range means.
The assistant wrote “a Sprint goes last” as an absolute. I asked whether a Sprint could be boosted. It could, with Ki, like any Slow action, and both drafts were corrected. It also framed movement as a “budget” that blurred the Dash rule; I corrected that too.
Its first chart descriptions carried numbers it had guessed before running anything. It re-derived every description from the computed results before any chart was shown.
One chapter now teaches movement to both kinds of table with the same numbers. It covers a single round, leaving a fight, getting low and taking cover, bad ground, climbing, jumping, swimming, creatures that move differently, chases and travel, plus every action a round can buy. The rules page, the book chapter, the print file, the glossary, the status-effects page, the quick references and two reference sheets changed together, and the project’s consistency checks passed on every file.
Next is the part no simulation replaces: the team’s review and a playtest this weekend. What the table finds goes into the record the same way everything else did.
| Decisions and rulings | Me, as producer |
| Audits, drafts, mining sources, simulation and charts | Claude (AI assistant), checked by me |
| Team review and playtest | The 20 Below team and playtesters, scheduled |