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What do the want from a new game book?
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<blockquote data-quote="Ratskinner" data-source="post: 6096155" data-attributes="member: 6688937"><p>This is a very tough question for me. With the exceptions of indie games that are tightly tied to their settings...I rarely buy setting-centric material anymore. I think the ones that temp me the most are ones that cover genres that I want to play, but haven't a good inclination as to how that genre "works". Steampunk is one of those for me...it seems more color and flavor than actual genre.</p><p></p><p> Also, while an introductory adventure is fine, I generally want the material for making <em>my own</em> adventures. So plenty of information on how and why to set things up is grand. Show me the tensions in the setting, and the principal players in those tensions, tell me about their resources <em>and how they use them.</em> Even better, tell me how to create my own villains in this setting.</p><p></p><p>The "trade-dress" or whatever possesses people to create pages that print black on almost-black must be restrained. If you want evocative art, fine, give me a plate or two in between chapters. The pages that I need to read should be clear and easily read. Play with the font, breaks, and columns <u>a little</u>, but don't give me text wrapped around or over images. If someone is holding a gun to your head and demanding you use a "parchment" background, then turn down its contrast....a lot. I know you can do a lot of nifty things with the design software nowadays....but remember: just because we <em>can</em> do a thing doesn't mean we <em>must</em> do a thing.</p><p></p><p>Minor things:</p><p>I like it if the book has commentary or sidebars written by an in-setting character.</p><p>If the setting has specialized rules, give me examples of how those play out....both as play and as narrative.</p><p>I like artwork that paints a quick picture...I'm not generally interested in super-detailed stuff, especially if its too busy.</p><p>Speaking of art...line art is a great and underused thing, nowadays.</p></blockquote><p></p>
[QUOTE="Ratskinner, post: 6096155, member: 6688937"] This is a very tough question for me. With the exceptions of indie games that are tightly tied to their settings...I rarely buy setting-centric material anymore. I think the ones that temp me the most are ones that cover genres that I want to play, but haven't a good inclination as to how that genre "works". Steampunk is one of those for me...it seems more color and flavor than actual genre. Also, while an introductory adventure is fine, I generally want the material for making [I]my own[/I] adventures. So plenty of information on how and why to set things up is grand. Show me the tensions in the setting, and the principal players in those tensions, tell me about their resources [I]and how they use them.[/I] Even better, tell me how to create my own villains in this setting. The "trade-dress" or whatever possesses people to create pages that print black on almost-black must be restrained. If you want evocative art, fine, give me a plate or two in between chapters. The pages that I need to read should be clear and easily read. Play with the font, breaks, and columns [U]a little[/U], but don't give me text wrapped around or over images. If someone is holding a gun to your head and demanding you use a "parchment" background, then turn down its contrast....a lot. I know you can do a lot of nifty things with the design software nowadays....but remember: just because we [I]can[/I] do a thing doesn't mean we [I]must[/I] do a thing. Minor things: I like it if the book has commentary or sidebars written by an in-setting character. If the setting has specialized rules, give me examples of how those play out....both as play and as narrative. I like artwork that paints a quick picture...I'm not generally interested in super-detailed stuff, especially if its too busy. Speaking of art...line art is a great and underused thing, nowadays. [/QUOTE]
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