What's on your mind?
+ Log in or register to post
Results 31 to 40 of 250
Thread: Time to bring back the prose?
Tuesday, 1st May, 2012, 07:04 PM #31
Scout (Lvl 6)
2. No, but my point is that perhaps a PHB isn't the best kind of book to use as an example.
- EN World
- has no influence
- on advertisings
- that are displayed by
- Google Adsense
Tuesday, 1st May, 2012, 07:12 PM #32
Defender (Lvl 8)
The PHB should be interesting and engaging so that people who pick it up are inspired to start playing the game. The books used to be a gateway into the hobby, and tons of folks have anecdotes how they started playing from these books without really understanding what they were doing, because they didn't know anyone else who played. This only works if the books are actually interesting to read.
With all the comments now about "who actually reads the books anyway" I wonder why they should bother printing them.
Tuesday, 1st May, 2012, 07:15 PM #33
Spellbinder (Lvl 16)
I think some of the later 4e books hit the balance just about right for me. Heroes of the Feywild, for instance.
There's tons of flavor in every page, every power, every magic item. And yet, the clear, "clinical" rules text is still there as well. It's a fun read, but it's also unambiguous when it comes to "crunch". That's just what I like in a game book.
Check out my blog, Online Dungeon Master, for maps and tips for running online games (especially in MapTool). Also, running in-person games with a laptop and projector.
Tuesday, 1st May, 2012, 07:20 PM #34
Scout (Lvl 6)
Pathfinder almost alone makes me want to play it.
for myself I find inspiration in cool mechanics, take the 4e executioner assassin, after reading through all of it's entry in the heroes of shadow all I can think of is how awesome a character I can make with all these cool jump, climb and sneaking powers. I didn't need some prose to make the class appeal to me. I just needed cool mechanics and I can take over the imagining of the class.
Tuesday, 1st May, 2012, 07:21 PM #35
Myrmidon (Lvl 10)
Well, to refer to the rules, of course. It's still more convenient, in a lot of cases, to have a physical book instead of something on a computer or whatever.With all the comments now about "who actually reads the books anyway" I wonder why they should bother printing them.
Tuesday, 1st May, 2012, 07:21 PM #36
Time Agent (Lvl 24)
- Join Date
- Jan 2002
- Read 20 Reviews
- Blog Entries
ø Ignore Morrus
Tuesday, 1st May, 2012, 07:50 PM #37
The Great Druid (Lvl 17)
I don't know the answer to that one. I hope that is an excluded middle, as I wrote it.
- More flavorful text, which people then read ambiguously, or
- Clear reference text, which lots of people don't read at all, but learn by taking the word of some guy at the FLGS?
Tuesday, 1st May, 2012, 08:27 PM #38
Waghalter (Lvl 7)
I'm gong to go out on a heretic limb and say that, in my opinion, "Gygaxian prose" is really just poor writing. Do we need engaging text? Yes. Do we need the 1e Phb, Dmg, and Mm? No. And this is from an "old schooler" currently playing 1e AD&D (and a published author).
Tuesday, 1st May, 2012, 09:10 PM #39
Grandfather of Assassins (Lvl 19)
- Join Date
- Jun 2007
- Read 2 Reviews
- Blog Entries
ø Ignore Stormonu
I'd like a middle ground. Not fond of textbook writing, but sometimes Gygax's prose gets pretentious.
I want the rules where I can easily find them, but I'd like a little injection of open-minded advice and the occasional in-gameworld reference or fluff.
If you could get it like the Revised Star Wars 2nd edition book (by now defunked WEG), that's about how I'd like it laid out.
"If it has stats, we can kill it." - T.G. Jackson, intro to 3rd ed Hackmaster
Tuesday, 1st May, 2012, 09:37 PM #40
Cutpurse (Lvl 5)
I plan on playing the game far more than reading the books, so I'll take clear, concise language.