Am I a snooty gamer? [Book of Exalted Deeds]

I swung by Oxford Comics yesterday with a friend, and spotted the Book of Exalted Deeds. Gorgeous cover, and a skim of the art left me content that it would be fun to read.

But then I flipped to the introduction, and I was left disappointed. I want a book for a fantasy game, particularly one about the importance of virtue and heroism, to be poetic and inspiring, with a strong beginning that captures the essence of the story. This book didn't have it, though. It read far too mechanically, focusing on the fact that it's an expansion of the rules, instead of emphasizing the true meaning of heroism and faith.

So is the book written uninspiringly, or am I just a snob who expects elegance in prose as well as game mechanics. I ended up not buying the book, and instead picking up three issues of DareDevil, written and illustrated by David Mack (www.davidmack.net).
 

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I have not had a chance to read the text yet, but I agree that it seems to be more about mechanics than heroism or faith.

RangerWickett said:
But then I flipped to the introduction, and I was left disappointed. I want a book for a fantasy game, particularly one about the importance of virtue and heroism, to be poetic and inspiring, with a strong beginning that captures the essence of the story. This book didn't have it, though. It read far too mechanically, focusing on the fact that it's an expansion of the rules, instead of emphasizing the true meaning of heroism and faith.

So is the book written uninspiringly, or am I just a snob who expects elegance in prose as well as game mechanics. I ended up not buying the book, and instead picking up three issues of DareDevil, written and illustrated by David Mack (www.davidmack.net).
 

Endur said:
I have not had a chance to read the text yet, but I agree that it seems to be more about mechanics than heroism or faith.

I think Exalted may have spoiled me for prose quality in RPG's.

I have yet to come across writing that approaches it (except for some of the Nigel Findley sourcebooks for Shadowrun)
 
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Teflon Billy said:
I think Exalted/b] may have spoiled me for prose quality in RPG's.

I have yet to come across writing that approaches it (except for some of the Nigel Findley sourcebooks for Shadowrun)


I think the books are written with the hope to reach many people, or "Dumb down" and not be too flowery. :)

Not everyone I've gamed with was into expressive writing... :rolleyes:
 

No, you're not being snooty in my opinion. Personally, I much prefer a book that flows than one which drowns me in mechanics. This would be why of, amongst the number of RPG books I own, only three of them are actually from Wizards of the Coast - the original 3rd edition Players Handbook, Dungeon Masters Guide, and Monster Manual. The vast majority is put out by Sword and Sorcery Studios in one fashion or another, which is, of course, linked with White Wolf, known for (in my mind) it's flowery prose, so to speak. Seeing as how the vast majority of my gaming books never actually see much use in any games, I don't want some hunk of a how-to manual sitting around gathering dust at my home, laughing at the 20-30 dollars I blew on it. I'm curious as to just how much information other people use from their books as well; I can't imagine it being more than a fraction out of any book in particular, for the most part. For me at least, I want something that when I buy it, I'm going to use it - which for me, means that I can pull that fraction of useful stuff out, but even then, I can sit at home and read it quite happily, and months or even years down the line, I can pick it up again and just read it for the stories and flavor text.

Considering edition changes and the like, flavorful books over mechanical ones become even more useful. I can still use just about everything in old second edition Ravenlofts Carnival with a minimum of up-dating, or even a good chunk of Planescape (Depending on how intensive I want to be with it), whereas something like, say, Unearthed Arcana or any of the number of Monster Appendixes just become a whole lot of headaches if I want to use most of it. So not only do I prefer flavor over mechanics, but those sorts of books also have a longer existence that can live on past an edition change or two (or more). I can go back to them, mine them for ideas, find inspiration, or just let them occupy my time on a quiet, rainy Sunday afternoon.

And it's not like you can't integrate the two; a book of mechanics, that is still entertaining. For all their rules flaws in balance, ambiguities, and otherwise, Relics and Rituals and the Creature Collection still stand as excellent examples, in my opinion, of books that add mechanics (be it in spells, Prestige Classes, or alternate rules) but are interesting to read.

It's a bit of a shame to hear the Book of Exalted Deeds doesn't quite mesh the two together; I'd been excited for it since I heard the Book of Vile Darkness was coming out. From the Book of Exalted Deed thread, it still sounds interesting, but then again, it's often in the delivery that something truly shines. I'll have to look at it myself, but I'll be a bit saddened if it turns out to be a fairly mechanical text. Not a surprise, I suppose - Wizards of the Coast stuff often seems to be fairly mechanical and story-less - but disappointing all the same.

I am excited about Unearthed Arcana whenever that comes out, but I'm expecting that to just be a whole lot of crunch. I'd hoped for a bit more fluff from Exalted Deeds, however.

Ahh well.

At least the Termana hardcover's here to sate me. Heh.
 

MrFilthyIke said:
I think the books are written with the hope to reach many people, or "Dumb down" and not be too flowery.

Eh, I dunno.

On one hand some game writers really should be writing books and not games. Good prose doesn't always translate into good rules.

On the other hand some game writers may feel that their prose has to be reflected in the mechanics. So if they introduce a spell-like effect that isn't covered in the core rules or their rulebook, its like they "cheated". Incidentally, I agree with this position. Its one thing to take creative license, but if you "rule zero" your text too much then the reader is going to be left wondering why they bought the book in the first place.

:: shapechanges into a Xill ::

On the third hand, you have writers who may have lots and lots of mechanics they want to give to the reader but they don't have the page space to develop the ideas. Mechanics go in first and the writer hopes the DMs can read into them to produce the flavor.

And on the fourth hand some writers simply aren't all that good. I'm not sure that's the case with this particular product because I haven't seen it, but there are examples a-go-go of perfectly nice writers who just can't produce a certain spark in their prose.


Now ... while I'm still a Xill ... who wants to see me juggle?
 


If I buy a book about the details of a setting, I want flavorful, evocative writing, bringing to mind the spirit of the setting.

If I buy a book full of rules, I want clear, concise, nonflowery writing.
 
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Personally, I think flowery writing can get in the way of mechanics, so I don't really want flowery writing used when a Feat or a spell effect is being described. However, when background information, or fluff is being used, flowery writing can be nice and can enhance the experience of reading the book.
 

I like flowery writing in the beggining and cruchy good mechanics in the middle ... with a bit of flowery and spice giving texts placed in key locations throughout.
 

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