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General Tabletop Discussion
*TTRPGs General
PDFs: Should they include flavor material or just plain rules?
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<blockquote data-quote="2WS-Steve" data-source="post: 493156" data-attributes="member: 3289"><p>The question isn't whether or not there should be flavor text, but how much of it there should be. A book that's 80% flavor text and 20% crunch just doesn't sell too hot unless it's called Delta Green; that's because Pagan's flavor text is just so cool.</p><p></p><p>I'm more inclined towards roughly one third flavor text though I think beginning publishers should go perhaps even lower. You need to convince your audience that your flavor text is worth reading and that probably takes one or two publications.</p><p></p><p>Another thing I think is important with flavor text is to avoid putting all of it in one massive block unless it really does have a plot continuity you need to keep. Intersperse the description with the game mechanic elements so the reader can read a few entertaining passages every time he flips through the book or wants to read a bit more about the background behind a feat. For instance, you can slide a bunch of your setting history into the descriptions of spells, prestige classes, critters, and feats and that keeps those bits more interesting while preventing the book from looking like the first half is a novel. I also think slotting the history into the other sections helps the reader feel like he's discovering secrets about the world as he explores the book.</p></blockquote><p></p>
[QUOTE="2WS-Steve, post: 493156, member: 3289"] The question isn't whether or not there should be flavor text, but how much of it there should be. A book that's 80% flavor text and 20% crunch just doesn't sell too hot unless it's called Delta Green; that's because Pagan's flavor text is just so cool. I'm more inclined towards roughly one third flavor text though I think beginning publishers should go perhaps even lower. You need to convince your audience that your flavor text is worth reading and that probably takes one or two publications. Another thing I think is important with flavor text is to avoid putting all of it in one massive block unless it really does have a plot continuity you need to keep. Intersperse the description with the game mechanic elements so the reader can read a few entertaining passages every time he flips through the book or wants to read a bit more about the background behind a feat. For instance, you can slide a bunch of your setting history into the descriptions of spells, prestige classes, critters, and feats and that keeps those bits more interesting while preventing the book from looking like the first half is a novel. I also think slotting the history into the other sections helps the reader feel like he's discovering secrets about the world as he explores the book. [/QUOTE]
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PDFs: Should they include flavor material or just plain rules?
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