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Fiction, rules, or setting first in a core book?
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<blockquote data-quote="painandgreed" data-source="post: 2791971" data-attributes="member: 24969"><p>Then I would think of either getting rid of or changing the format of the fiction. Fiction at the beginning of a gaming product is like the cover letter on the resume. It is the chance to brag about the product. It should answer the questions "What is the game about?" and "Why should I play it?" When people ask about the game, it should be the piece you can give them to read. For a generic setting that it sounds like you're trying for, I'd not put any opening fiction but if you wanted to keep it, perhaps break it up into separate side bars followed by examples of how the system works in each example (perhaps with art). I don't think fiction for fiction's sake really needs to go into a game book. Any fiction should serve a purpose and usually that purpose is to explain the setting or explain the system.</p></blockquote><p></p>
[QUOTE="painandgreed, post: 2791971, member: 24969"] Then I would think of either getting rid of or changing the format of the fiction. Fiction at the beginning of a gaming product is like the cover letter on the resume. It is the chance to brag about the product. It should answer the questions "What is the game about?" and "Why should I play it?" When people ask about the game, it should be the piece you can give them to read. For a generic setting that it sounds like you're trying for, I'd not put any opening fiction but if you wanted to keep it, perhaps break it up into separate side bars followed by examples of how the system works in each example (perhaps with art). I don't think fiction for fiction's sake really needs to go into a game book. Any fiction should serve a purpose and usually that purpose is to explain the setting or explain the system. [/QUOTE]
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