What makes a gaming book fun to read?

Andor

First Post
What makes a gaming book fun to read?

Reading a 4e book to me is like trying to read the instruction manual for a combination microwave/vcr designed in Russia, built in Taiwan, and with the manual translated by the lowest bidder in India.

Conversely I have a Palladium book that's a lot of fun to read even though it's a SF setting and what KS knows about science could comfortably fit on the head of a pin with room left over for 40 angels dancing the hoopa and a brass band with elephant.

Most 3e books I found fun to read, once, but rarely worth revisting. I also have several games done by quirky small companies. Some are a delight to read and reread and others, apparently written with the same degree of thought and care are like trying to watch "Fox's Worlds Greatest Dentist Disasters" while getting a root canal.

So what is it that makes some gaming books so much fun as books and others so dreadful?
 

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For me personally, I loved fluff. I liked the crunch- but what I really liked was the description of that crunch. Lists of items didn't do it for me, but I loved the descriptions given to each item (even just what they looked like). I loved the sample NPC write-ups that would show up in 3.5 books, particularly the history and motivation of the characters.

I loved reading about organizations- how they function, who leads them, what their goals are, etc. (the epic level handbook and the 3.0 supplement 'defenders of the faith' were great at that).

I loved those stupid little charts labeled '100 random adventure ideas' (or something like that). I'd read those things again and again. I loved setting books- even if I had no desire to play the setting, they were fun to read. I must have read 'Sharn: city of towers' 3 or 4 times even though very little of our Eberon campaign took place in Sharn.

Same with the ecology sections that eventually started to be included in Monster manuals. I could always come up with my own stats and numbers- but I loved the little descriptive things that would cause my mind to spring into action and create ideas for adventures and campaigns.
 

Good and interesting examples of play to illustrate rules. 1e had a few really good ones, so did 2e.

I like clear and concise rules, easy to plumb for information. But I also like some more evocative, descriptive elements. I just don't like them for the rules as much as to introduce the sections... and in examples of play.
 

A casual authorial voice, good fluff, and minimal crunch. One of the reasons I never got too heavily into games like HERO or GURPS (despite trying several times) is because the core books for both read like scientific studies of applied mathematics (there are a lot of numbers and very little entertaining text in between).

I much prefer the tone of writing in things like the AD&D 1e DMG and comparatively light focus on numbers in games like OD&D, BD&D, T&T, etc. Also, slipping the occassional joke into the text is nice. Too many game authors come off as deadly serious and, frankly, that's not what I got into RPGs for. I came for the entertainment, dammit, so give me that! :)
 

A casual authorial voice, good fluff, and minimal crunch. One of the reasons I never got too heavily into games like HERO or GURPS (despite trying several times) is because the core books for both read like scientific studies of applied mathematics (there are a lot of numbers and very little entertaining text in between).

Well, you know, the fnords. But you aren't cleared for that.
 


Knowing that I'll be using it for GMing or playing. Otherwise, no fun at all.

Assuming the book will be used in the foreseeable future, I require clarity and conciseness.
 


The best RPG rule books are those tied to a strong setting. Shadowrun, Eclipse Phase, Alpha Omega are all very fun to read. Dungeons and Dragons not so much.
 

I'm not that interested in the fluff. I want to read about the nuts and bolts of the game mechanics. I actually really like the 4E books because the game mechanics are better defined than in previous editions. I just really like reading the rules of games. I can read the rules of Clue and enjoy it without even playing the game.
 

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