I made a little collage of snips from GOZR pages in sketch or doodle stage and the other random bits that go into this project. Since it is a hand-to-pen-to-canvas creation, I can't really script or "write" it in the traditional sense. I can and will change everything as it hits the canvas. I change what I might have noodled out because I realize it is bad or I don't have physical space for it all or I want it to look differently.
I know. Who the fuck creates a game this way? It's a game. You play it, with people, probably at a table or online or whatever. It needs clarity, rules, clarity of rules. The answer to your question is I don't know. This is an experiment.
|The chaos of creation!|
One of the design principles I adopted at the start was repetition of important ideas. So maybe there's a key rule about how armor works and instead of having it explained in one place I repeat the rule 2 or 3 times throughout the text. This reinforces it but also makes it much easier to find the rule if you need to be reminded.
An outgrowth of that idea was to embrace happenstance elements. For example, there might be a little table of artistic skills your PC could possess. It isn't on the actual character creation pages because I didn't think of it at that time. So instead it might appear on a random ref page or just off to the side somewhere. If you, as a player, find this table you can roll on it. If not, nothing is really lost. It's just there if you want it.
I did that with gooz names too. I have multiple gooz names tables scattered through the book. This helps players find a cool name (or a lame one) and definitely will help the GM name random NPCs the characters bump into.
Let's test it. "The twisted alley seer scoffs at your comment and says [clattering of dice roll] 'Fools! I, Tadd the seer, cannot be intimidated!'". Yeah. So Tadd says.