Getting a Game Ready for Release

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was_fired:
After trying and failing to start writing this a few times I've found that I'm not exactly sure what I should be writing.  Could you give an example of something like this?

David Berg:
I'm hoping you get a response, as I have many of the same questions.  In the meantime, feel free to check out my own stab at it and the feedback I've gotten in this thread.

Eero Tuovinen:
Ah, yes, I promptly forgot this thread. Good of you to take it up, David.

For an example of a game design specification document, take a look at this one I made last year. It's for a game that will be ten times longer when it's finished, the game is still undergoing changes and it's certainly going to be written in a completely different manner when it's finished. For now, however, the document just describes the rules and procedures of play that the game follows for an audience of gamers who already know how to apply the text. Simple as that.

David Berg:
Eero,
Thanks for linking that.  Reading it was very instructive.  Much more thorough than my own first stab.  I feel like if I could make my own Dream Book, I could play the game based just on those 14 pages. 

I have serious doubts about my ability to write something like that for my own game, but I will hold it up as an example to aspire to.

JustinB:
No one's mentioned this yet, but a lot of the goals you've stated for your game sound like the marketing material for D&D 4e, which will be a big hurdle in getting people to try it out.
And if you're not willing to take it around to conventions to show people why they should be excited about it, I think it's going to be very hard to get the average person to pick it up. What do you envision yourself as willing to do in order to get your game into people's hands?

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