Alzrius
The EN World kitten
RangerWickett said:I think someone hit the nail on the head when they said that a game book should excite your imagination, and I agree that the Epic Level Handbook, the last D&D book I considered buying, didn't impress me in that way. Honestly, I don't use much in the way of rules from 3rd party sources; if I want a new rule, I'll make it up, usually. I prefer books that inspire with their stories, not their mechanics, and while upon a second perusal of the Book of Exalted Deeds I see a lot of interesting ideas, the introduction itself didn't grab me. They say you never get a second chance to make a first impression.
This, to me, explains perfectly why you didn't like the BoED too much (which I have yet to read myself yet). IMHO, you were looking for something it didn't offer.
It's all well and good that you wanted something with non-mechanical discussions about the nature of heroism and writings on what makes a hero, the nature of faith, etc. The problem is, that sort of material is already out there in droves.
Just not in RPG books.
People have been romanticizing and debating topics like faith and heroism for centuries, if not millenia. It's almost painfully easy to find examples of these topics, from movies to novels to poems to plays, etc. If the emphasis of the BoED was placed on this, it would find itself competing with a much wider range of material. RPG books offer mechanics because that is what's exclusive to them.
You can take inspirational material from literally anything. But making up a rule is, again IMHO, much harder. You have to anticipate the broad range of scenarios that it could apply to, how it could apply, if it is balanced, how useful it is, etc. If you can make up rules yourself, then between that and the wide body of things available at even your local library for literary inspiration, you really don't need to purchase RPG books.
The bottom line is, fluff is everywhere, but crunch is RPG exclusive. They know it, and they're going to play in the market with less competition. That doesn't mean these books should be nothing but numbers, but as we learned with the "Sliver Munches", mechanics are what make the gaming industry go 'round.
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