glory, hogg publishing's first game, tries to make a board game version of an rpg with the least amount of rules-words possible. this required sacrificing certain insurances that everyone will play the game the same way. but what it is gives is the opportunity for a group of players to make a great experience at a low cost of time-investment.
future games will always ask: what is the value of these rules-words? can we artistically challenge expectations about what needs to be said and how it needs to be formatted?