MichaelSomething
Legend
I'm suprised too. Seems the majority want long prose to make it feel less gamey...I'm actually sort of surprised (in a good way) to find so much agreement. I thought I was going to get jumped on for heresy.
I'm suprised too. Seems the majority want long prose to make it feel less gamey...I'm actually sort of surprised (in a good way) to find so much agreement. I thought I was going to get jumped on for heresy.
I tend to agree. But I began becoming irked by the nuissance of prose in the Monte Cook Games series of games: e.g., Numenera, The Strange, Invisible Sun, etc. Here, it also tends to be actual prose too with lot of actual literary prose throughout the game books, and I just don't care for it. I will also note that the people of MCG have actually written several works of fiction for these settings too. If I make it an issue to avoid video game and tabletop game-based literature, why would want that in my TTRPGs?So much this. I can't +1 this enough.
*Honestly, this right here is one of, if not the biggest turn-off for me around the World of Darkness products from the '90s / early 2000s.
The first 20+ pages of every book is a long, meandering, generally mediocre (or worse) block of prose trying to "hook" me into the game.
Seriously, enough already. Just explain the mechanics and teach me how to make a damn vampire!
*Edit: To clarify, the effect of the prose/tone of the WoD books elicits such a strong negative reaction from me that I've never given any of their products so much as a hint of consideration.
Likewise, I have heard that there is a good game behind the flowery verbosity of Invisible Sun, but I find it a little too impenetrable, and I have yet to see the rules cogently explained.Worlds Without Number is excessively wordy. It’s not a bad read. The book is does a good job of organizing content around the spread, and the setting information is interesting. However, it’s easy to miss things and difficult to find them later when you are trying to look them up. I ended up modding OSE into WWN just so I can have an easily referenced set of rules.
I know an awful lot of people buy adventures and don't run them (sometimes buying them for games they don't even have groups for), and those people, in my experience, do prefer "read it like a story" adventures
I mind it a lot less if they just explain what the entire expected plot is at the start. It's more like reading a play then. You don't decide to direct something without knowing the entire plot and you don't (normally) watch an opera without a guide to what's going on. I feel like it should be the same way with adventures. And sometimes it is - but sometimes they have some convoluted AF plot and it's never fully explained, and the writing often isn't great, so you might need to re-read the entire adventure a couple of times before you "get it". Which is really not what I want when I'm paying for an adventure.I sort of do that with some of my purchases, but really I'm imagining the adventures that would take place in those games/adventures, not just reading the 'story', and I can do that even more easily if I can quickly grasp the gestalt. So whether I'm planning on actually using the material, or reading for pleasure, I still want the same format.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.