Personally, I'd like to see guidelines for all manner of activities that players could conceivably involve themselves in. I'm not sure I want to see rules, at least not rules that carry a heavy freight of expectations.
Like I said, guidelines.
I prefer the non-adventury part of the game to be informed by real experience, or at the very least, from reading outside the hobby.
Also, I'm not fond of elaborate rules for social situations. I like talking and interacting with people (even when they're not real). I find abstracting talking into some kind of mechanical simulation of talking sucks a lot of fun out of it
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Yes. Advice and helpful anecdotes drawn from literature, film and television (oh, and actual history, too). Describe how you might run a criminal organization in D&D by using The Godfather as an example. I find this more helpful that a bunch of charts or a mechanical subsystem.
That's an interesting idea Mal.
Real history books, of course, would be extremely helpful. And such books could be developed to give a general overview of interests for such conditions as tend to exist in general game settings, or even for different time periods and geographic ranges in real cultures.
But if you're looking for developing a gaming book from literary and dramatic sources that would have sort of a brief synopsis of activities and descriptions outside of fight and kill then it seems to me that you, or anyone else, could write your own.
The very first thing to do would be to develop a list of "general activities" that would be sort of like a Skill's List, but would reflect a broad range of personal activities and interests, rather than game skill-based "scoring and mechanical techniques."
You might also, for ease of classification, break such a work on variant (game) interests down into broad categories, like activities covering Art, Science, Religion, Politics, Academic interests, Festivals, Fasts, and Civic Activities, Work or Labor, Hobbies, etc. A lot would depend upon the nature of the setting, but general guidelines covering most contingencies could be easily enough developed.
Me personally, I'd write one book covering non-fiction or real world situations and suggestions, and another for describing how one might go about adopting and adapting from fictional sources.
I'm sure somebody could develop a set of supplements that at least some portion of the gaming world find interesting, useful, and would buy and read.
I prefer the non-adventury part of the game to be informed by real experience, or at the very least, from reading outside the hobby.
I would like to make one observation however, and I know why you used the term (non-adventury part) like you did (and so do not object), but I'm just making an observation. I've been on real life, and sometimes "dangerous adventures." Physically demanding, potentially lethal, scary as hell, highly athletic, expeditionary, injurous, manhunt type adventures, etc. There is a definite and not to be overlooked, and sometimes quite addictive thrill to such activities. I'm the very first to admit that. Without reservation
I have at other times wrestled hard with a problem, with working out the details of an invention, with solving a problem for the church, or for work, or for buddies of mine, struggled with a mental problem, with an analysis, with learning a new skill, mastering a new athletic capability, worked to near exhaustion on a case, had a very difficult to develop new idea or theory, labored hard on my marriage to avoid divorce and correct it, watched my kids exceed me and what I have done, treated wounds and helped reverse diseases (as well as failed to save others), straightened out my own personal faults and short-comings, enjoyed the crap out of myself in some hobby, saved a guy from drowning, been on search and rescue missions or on patrols which did not result in any earth-shattering event but did lead to assisting someone in a more or less quiet but taxing and demanding way, or so forth and so on. Those kinds of things, though nobody died and nothing exploded and I didn't win anything, and no blood was shed, and sometimes they were almost entirely mental, psychological, or spiritual events. Still, I'd sure call them adventures in their own right. And if I had not had those experiences, I think my other adventures would be that much the smaller for lacking both the contrasts, and the similarities, with those other types of challenges.
Sure, sometimes nothing beats slaying the monster. Or getting the bad-guy. I'm on-board with that.
But sometimes the other types of adventures are certainly adventures enough that they sure stick with you good and tight when your mind wanders back over the things you've done that were really worth doing.
So, most anything can be an adventure, if the enterprise is worthwhile.
It's just that sometimes it takes awhile to realize it.