Not every prototype needs a controller or a piece of software. Sometimes the best way to test a game idea is by writing rules, gathering a group of people, and simulating the experience in real life.
This method is called a rulebook prototype works because instead of implementing mechanics in code, you implement them as rules and guidelines. It lets you try missions, experiment with pacing, and adjust systems quickly, without writing a single line of code.
Other forms of prototyping, like Paper Prototyping or Boardgame Prototyping, focus on testing mechanics in small controlled setups. Rulebook prototypes, by contrast, focus on simulating systems and player interactions at scale, the type of testing you need when designing missions, objectives, or dynamic encounters.
Stage 1: Setting Up a Rulebook Prototype
The idea is simple: instead of coding systems, you act them out with people.
-
Want to simulate combat? Use nerf guns, rolled-up socks, or laser tag equipment.
-
Want to simulate exploration? Define safe zones, objectives, and resource pickups using household objects or markers.
-
Want to test missions? Write a set of rules for objectives, time limits, or failure conditions, then have your group play them out.
The goal is not to replicate graphics or controls, it’s to validate the rules, pacing, and mission flow.
Stage 2: Testing and Refining Rules
Here’s how it works in practice:
-
Write a rulebook for your mission (win/lose conditions, actions allowed, player roles).
-
Assign players and objectives. Some may act as “special characters” or NPCs with unique rules, immunities, or abilities.
-
Play through the mission. See how players respond, where they get stuck, or what feels unbalanced.
-
Refine. Keep the missions that are fun, discard the ones that don’t work. Adjust difficulty by tweaking rules, not code.
This iterative process mirrors Prototyping Games in digital development, where the goal is always to find what works fast and cut what doesn’t.
Stage 3: NPCs and Special Roles
Rulebook prototypes are especially powerful because you can simulate NPCs or AI behaviors without programming.
-
Developers or mission designers can act as NPCs with special rules: maybe they’re immune to certain attacks, maybe they have to behave in specific patterns, maybe they provide hints or challenges.
-
This lets you test player vs. environment dynamics long before you build enemy AI.
-
By shifting rules, you can test different types of NPCs (supportive, aggressive, neutral) and see how they affect the mission flow.
Free Resource: The Game Dev Starter Kit
Want extra tools to help you build and test your own prototypes? The Game Dev Starter Kit includes:
-
Brainstorming prompts to shape new ideas
-
A quick playtest question guide to reveal what’s fun
-
A lightweight persona sheet to keep your designs player-focused
👉 Download the Game Dev Starter Kit here, it’s free and ready to use.
Stage 4: Real-World Inspiration
When I was pursuing my master’s degree in game development, my classmates and I regularly played large-scale games like Humans vs. Zombies. Students wrote missions, created rules, and adjusted scenarios on the fly.
Many of those same classmates later worked at Undead Labs on State of Decay, a project where mission design, player systems, and emergent encounters were at the core. It’s a reminder that these playful experiments can lead directly into professional development.
Stage 5: Why Rulebook Prototypes Work
Rulebook prototypes save teams enormous amounts of time. You don’t need to implement placeholder assets or temporary AI, you test the concept of the mission itself.
They’re especially valuable when:
-
You’re unsure if an idea is fun.
-
You want to test pacing (too fast? too slow?).
-
You need to validate multiple mission types before committing to one.
And just like with game prototyping, the value is in identifying bad ideas early, so you don’t waste months implementing features no one enjoys.
Conclusion
Rulebook prototypes give you the ability to test missions, rules, and NPC interactions quickly, using only people, rules, and creativity. They’re a powerful design tool for anyone serious about making their own game.
And if this inspired you, take a look at my Game Design Path, where I teach prototypes, playtesting, feedback loops, and more. It’s designed to help you take ideas like these and develop them into full, playable games.
FAQ: Rulebook Prototyping in Game Development
What is a rulebook prototype?
A rulebook prototype is when you simulate a game by writing rules and having players act them out, instead of coding systems. It allows you to test missions, objectives, and pacing using guidelines and human participants.
How is a rulebook prototype different from a paper prototype?
A paper prototype tests mechanics in a very abstract and simplified way, usually with paper, tokens, or sketches. A rulebook prototype focuses on systems and interactions at scale, where players follow written rules to simulate gameplay.
Why should I use a rulebook prototype instead of building a digital version right away?
Because it’s faster, cheaper, and more flexible. If a mission or system doesn’t work in a rulebook prototype, it won’t work in a videogame either. This method lets you discard weak ideas early, saving time and resources.
Can rulebook prototypes simulate NPCs or AI?
Yes. Developers or designers can act as NPCs with special rules, such as immunities, restricted behaviors, or scripted actions. This helps you explore how players interact with non-player entities before programming AI.
Do professional studios use rulebook prototypes?
Yes. Many studios use rule-based playtests to validate missions, balance systems, or test pacing. For example, simple live-action simulations or structured playtests can help refine rules before full implementation.
Where does rulebook prototyping fit into the larger prototyping process?
Rulebook prototyping isn’t a step that comes before or after other methods, it’s simply another way to prototype. There’s no “better” or “worse” method. Each has its own strengths, and the best choice depends on what you need to test and how quickly you can set it up. The goal is always the same: find what works and do it in the easiest, fastest way possible.