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10 years was too long.
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<blockquote data-quote="Wraith Form" data-source="post: 1971539" data-attributes="member: 10789"><p>Whay can't it be a <em>game</em> book?</p><p> </p><p> I'm beginning to strongly lean toward what others have said regarding "less crunch". I've been around this game for several years (late 1st edition) and have seen it drift steadily away from it's role playing/storytelling roots and into a number-crunching, math geek lovin' miasma. And face it, it's easier to run numbers than it is to creatively think (hence the popularity of CCGs)....but that's a different topic.</p><p> </p><p> I don't think 10 years is too long. By 2010 we'll be sick to death of the term PrC and AoO, I hope.</p><p> </p><p> For DMs: Books that detail how to create shared, group adventures for newbies. Books that explain how pacing, theme and description can be used effectively to craft or steer an adventure. Books about how to write great adventures that aren't too "railroady" nor too free form.</p><p> </p><p> For Players: How to use backstory to mold your current PC, and why your DM will love you for that. How to avoid "player knowledge" influencing "character knowledge". Books on improv acting and drama, taken from a storytelling contribution viewpoint. Etc etc. </p><p> </p><p> Granted, many of these topics are covered by Dragon & Dungeon magazine. Shouldn't these topics be covered in the core, essential books, since that's what the core essence of the game is: playing a role in an improvisational storytelling session?</p><p> </p><p> What happened to gaming books that described how to play <em>role playing</em> games, rather than number crunching? As someone so wisely stated eariler, DMs are now supposed to be a "walking rulebook" that churns out cookie-cutter adventures for number pushing power gamers. Isn't that what we have Neverwinter Nights for?</p></blockquote><p></p>
[QUOTE="Wraith Form, post: 1971539, member: 10789"] Whay can't it be a [i]game[/i] book? I'm beginning to strongly lean toward what others have said regarding "less crunch". I've been around this game for several years (late 1st edition) and have seen it drift steadily away from it's role playing/storytelling roots and into a number-crunching, math geek lovin' miasma. And face it, it's easier to run numbers than it is to creatively think (hence the popularity of CCGs)....but that's a different topic. I don't think 10 years is too long. By 2010 we'll be sick to death of the term PrC and AoO, I hope. For DMs: Books that detail how to create shared, group adventures for newbies. Books that explain how pacing, theme and description can be used effectively to craft or steer an adventure. Books about how to write great adventures that aren't too "railroady" nor too free form. For Players: How to use backstory to mold your current PC, and why your DM will love you for that. How to avoid "player knowledge" influencing "character knowledge". Books on improv acting and drama, taken from a storytelling contribution viewpoint. Etc etc. Granted, many of these topics are covered by Dragon & Dungeon magazine. Shouldn't these topics be covered in the core, essential books, since that's what the core essence of the game is: playing a role in an improvisational storytelling session? What happened to gaming books that described how to play [i]role playing[/i] games, rather than number crunching? As someone so wisely stated eariler, DMs are now supposed to be a "walking rulebook" that churns out cookie-cutter adventures for number pushing power gamers. Isn't that what we have Neverwinter Nights for? [/QUOTE]
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