#RPGaDAY Day 19: Which RPG features the best writing?

It’s August and that means that the annual #RPGaDAY ‘question a day’ is here to celebrate “everything cool, memorable and amazing about our hobby.” This year we’ve decided to join in the fun and will be canvassing answers from the ENWorld crew, columnists and friends in the industry to bring you some of our answers. We hope you’ll join in, in the comments section, and share your thoughts with us too… So, without further ado, here’s Day 19 of #RPGaDAY 2017!
It’s August and that means that the annual #RPGaDAY ‘question a day’ is here to celebrate “everything cool, memorable and amazing about our hobby.” This year we’ve decided to join in the fun and will be canvassing answers from the ENWorld crew, columnists and friends in the industry to bring you some of our answers. We hope you’ll join in, in the comments section, and share your thoughts with us too… So, without further ado, here’s Day 19 of #RPGaDAY 2017!


#RPGaDAY Question 19: Which RPG features the best writing?


Angus Abranson: I remember getting a review copy of the first edition of Kult when it came out and every page was just igniting a stream of ideas in my head. With that in mind I’m going to choose it as the writing must have been good to have provoked that response in me … and the fact that I still remember it well over twenty years later!
I also found that the GURPS sourcebooks were excellent books on their subject matter and certainly among the consistently best written books in the games industry. Whilst I rarely played Gurps I owned pretty much every supplement and often used them for ideas, or reference, in other games.

Darryl Mott: Some of the writing in Shadowrun sourcebooks is damn near novel quality. Universal Brotherhood, Cybertechnology, Tir Tairngire, Aztlan, Renarku Arcology Shutdown, Sprawl Survival Guide, Dragons of the Sixth World, and others manage not only to get the required game information to the reader, but tell some really great stories while they do so.

Michael J Tresca: I enjoyed a lot of White Wolf's fiction - the kind accompanying the RPG, not the fiction line - back in the day.


F. Wesley Schneider (Co-Creator of the Pathfinder RPG): For educational value, impact on your future gaming, and stark horror, no game holds a candle to Dread. The 168 short pages, the rulebook provides you with everything you need to run a game, along with dozens of departure points for crafting terror-tales of your own. More than that, though, the game explores the underpinnings of horror stories, from the basics of pacing and atmosphere to defining specifics unique to various horror genres. With a bit of practice, these lessons are easy to employ in any sort of creepy game you might run. That makes Dread one of those rare games that doesn't just teach you a system, it makes you a better storyteller.


Robert J. Schwalb (Schwalb Entertainment; Wizards of the Coast): Human Occupied Landfill

Ken Spencer (Rocket Age; Why Not Games): The writing in RPGs can be rough, but it is a difficult task. You have to balance clarity with creativity, write about fictional places as if they were real, provide information and entertainment, and with adventure writing tell a story when you do not know who the protagonists are. It is easier to point to bad writing than good, because good writing disappears behind the content. Greg Stafford, especially with Pendragon 4e blends together the various goals of RPG writing very well. Call of Chtulhu 7e is also clear, thematic, and entertaining.


Andrew Peregrine (Doctor Who, Victoriana, Cabal): Again, I have to say 7th Sea first edition. I was buying the books long before I was playing it just to unveil more of the background and meta-plot. I’ve heard people complain about the meta-plot in 7th sea but I just don’t see the problem. It was damn good and inspired most of my campaign. What I didn’t like I just changed or ignored. But for a game that inspired me (with a special mention of Nobilis 2nd edition) I have to offer Itras By. This storytelling style RPG places you in a meticulously detailed surreal world. I DARE you to read this game and not have a whole pile of places and people you want to add to the city by the end of it.

Rich Lescouflair (Alligator Alley Entertainment; Esper Genesis 5E): Shadowrun 1st Edition - if it wasn't for the stories and detailed setting, I'd have never bothered to master those ridiculous staging rules.

Darren Pearce (EN Publishing; Savage Mojo): That’s really subjective and I could cite a bunch of RPGs that have some great writing. For me though, the best writing goes to Shadow of the Demon Lord, because Rob knows how to hit tone and theme as well as present his info like a boss.


Stephanie McAlea (Stygian Fox Publishing, The Things We Leave Behind): West End Games’ Paranoia. Readable and funny.

Eran Aviram (Up to Four Players; City of Mist): If by "best" you mean most clear, while at the same time being evocative of the setting, I'm surprised to say Mistborn RPG. I was very pleasantly surprised to find it concise, easily understandable, and very much a reflection of the world it aims to create. Second place - the magnificent Paranoia XP.

Garry Harper (Modiphius Entertainment; The Role Play Haven): Warhammer Fantasy Role Play, 1st edition by GW.

Mike Lafferty (BAMF Podcast; Fainting Goat Games): Honestly, in a field (RPG core books) where clear and concise communication can seems rare, Fiasco stands out for simply and effectively communicating how to play the game while infusing the book with the gloriously chaotic Cohen Brothers tone of the game.


Simon Brake (Stygian Fox): I’m in awe of the people who put together Delta Green, because of the level of research that goes into their scenarios. They always have well realised antagonists, and write mysteries that are interesting to investigate, and feel well grounded in reality.

Richard August (Conan, Codex Infernus): Unknown Armies has a uniformly high level of writing. Patrick Stuart's writing in Veins of the Earth is excitingly evocative but, well, if you twist my arm...you aren't beating Delta Green. A half dozen of the best RPG writers to have ever put pen to paper working at the highest level. So very, very good.

Federico Sohns (Nibiru RPG): I've got to praise the writing in most editions of Chaosium's Call of Cthulhu; these are people that just breathe H.P Lovecraft's mythos, and have written and delved upon them for many many years. The writing in their supplements is, also, superb.

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Originally created by Dave Chapman (Doctor Who: Adventures in Time & Space; Conspiracy X) #RPGaDAY os now being caretakered by the crew over at RPGBrigade. We hope you’ll join in, in the comments section, and share your thoughts with us too!
 

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Yaztromo

Explorer
I think that Ravenloft created a great game atmosphere that was more related to the way the setting was written rather than to the game mechanics (how many relatively uninspiring vampires did we find before meeting Strahd?) and Ravenloft won the hearts of so many players that I can't mention it for its writing.
 


Bill Reich

First Post
The Buffy game by C.J. Carella. Frankly, just about everything he wrote. He's a successful novelist now, so we know that he can write.

Disclaimer: We've been playing together for years, I was involved in playtesting Buffy and lots of his other stuff and he wrote the introduction to my recently published Glory Road Roleplay rules.

I am sincere in praising his writing but I don't want to be like the reviewers on Amazon who don't let on that they are related to the author or are a creditor.

----------------------
https://sites.google.com/site/grreference/
 

Arilyn

Hero
The Buffy game by C.J. Carella. Frankly, just about everything he wrote. He's a successful novelist now, so we know that he can write.

Disclaimer: We've been playing together for years, I was involved in playtesting Buffy and lots of his other stuff and he wrote the introduction to my recently published Glory Road Roleplay rules.

I am sincere in praising his writing but I don't want to be like the reviewers on Amazon who don't let on that they are related to the author or are a creditor.

----------------------
https://sites.google.com/site/grreference/

Love the Buffy game too. Had many hours of enjoyment, and writing is top-notch.
 


Pauper

That guy, who does that thing.
That list gave a pretty serious jolt to my memory when I scrolled through and found Paranoia mentioned -- I remember hours spent just reading through those adventures. "The Yellow Clearance Black Box Blues" by SF author John M. Ford is likely the one most folks remember, but my favorite was always "Send in the Clones".

With that said, I picked up a couple of adventures for the new Delta Green RPG this past weekend at GenCon and...yeah, they're really good. One details a team of 5 NPCs that, individually, are described in such a way that you understand why each one would not only join Delta Green but would be a good candidate to do so and should be good at his/her job -- and then puts them together in such a way that you're not at all surprised that their mission turned into a ****show. Good stuff.

--
Pauper
 

Blue

Ravenous Bugblatter Beast of Traal
13th Age. It's written in an casual style that very easy to read and includes sidebars about why rules were done certain ways, ways to bend the rules, places where the authors disagreed and each side's arguments so you can understand how something came about and the issues around it, etc. It also contains common sense future proofing, like a Paladin talent that lets you pick a Cleric talent that tells you to be reasonable in the interpretation.

It's more than just flavor, otherwise I'd point to something like the Dresden Files RPG or the newer Dresden Accelerated. It's giving an understanding of the whys of the system, and how to hack it. The writing style makes it very clear that "hey, here's some rules - but don't let that get in the way of Awesome. Now go have fun!"
 

Madmaxneo

Explorer
This is a difficult question to answer with so many well written RPGs out there. First one that comes to mind is the original MERP (Middle Earth Role Playing) by Iron Crown Enterprises, there was some really well written supplements for that game. Then both Shadow Run and the WoD series come to mind as they both have really great backgrounds. New on the scene is a RPG called Shadows of Esteren, it has some great writing and the art is phenomenal. Then there are the Cubivle 7 line of games like the One Ring and Victoriana. But there are so many other systems that I have not even touched yet, I anticipate getting my hands on them!
 

Jhaelen

First Post
13th Age. It's written in an casual style that very easy to read and includes sidebars about why rules were done certain ways, ways to bend the rules, places where the authors disagreed and each side's arguments so you can understand how something came about and the issues around it, etc.
It's likely because I'm currently still reading the books, so they're fresh on my mind, but 13th Age reads really well, indeed; and at times it's hilarious (e.g. when they explain that they only told you how to create a fair encounter, so you'd know better how to create an _unfair_ encounter)!

The D&D 3e core books also contained great sections with 'authors' comments' to give you insight into the design processes of the game, but 13th Age has the added bonus of two main authors that have quite different preferences and gaming styles. 13 True Ways, indeed!

I also enjoyed reading the old World of Darkness source books, but they were pretty bad regarding the actual game rules, i.e. anything requiring good layout, clarity and/or precise language.
Shadowrun is similar: There's plenty of really fun in-character comments to enjoy, but the rules are sometimes hard to grasp (and/or find!).
 

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