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Too much prose in RPGs?
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<blockquote data-quote="guachi" data-source="post: 8500523" data-attributes="member: 6785802"><p>Tracy Hickman's I3 Pharaoh is a textbook example of concise organization. It's written to be used at the table.</p><p></p><p>Also great are most of the TSR UK modules. Bad art, but great design.</p><p></p><p>I've been reading the Southlands and City of Cats Sourcebooks for Midgard. The books at least clearly try to give ideas for play at the table, though the Southlands book is for an entire continent and comes up short before of the. I can see (and sometimes it's explicitly said) that what the are presenting is designed for adventure hooks.</p><p></p><p>(As an aside, I like boxed text. I also like that the monster is listed at the end others the players too ignore everything else. Though I've gotten in the habit of saying "monster in the room" and then reading the description)</p></blockquote><p></p>
[QUOTE="guachi, post: 8500523, member: 6785802"] Tracy Hickman's I3 Pharaoh is a textbook example of concise organization. It's written to be used at the table. Also great are most of the TSR UK modules. Bad art, but great design. I've been reading the Southlands and City of Cats Sourcebooks for Midgard. The books at least clearly try to give ideas for play at the table, though the Southlands book is for an entire continent and comes up short before of the. I can see (and sometimes it's explicitly said) that what the are presenting is designed for adventure hooks. (As an aside, I like boxed text. I also like that the monster is listed at the end others the players too ignore everything else. Though I've gotten in the habit of saying "monster in the room" and then reading the description) [/QUOTE]
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Too much prose in RPGs?
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