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Writing a manual for roleplay
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<blockquote data-quote="CleverNickName" data-source="post: 4538739" data-attributes="member: 50987"><p>A guidebook for roleplaying...interesting idea. The core books (of any edition) have the rules you need for dice mechanics, stats, economy, combat...all of the Math is all there, and it all works, and that's awesome. These books focus on "how to play the game."</p><p></p><p>If we could add a book that dealt with the "Literature" side of the game (making it completely optional, for those who prefer a less-wordy approach to gaming), I think it would be awesome as well. Such a book could focus on plot creation and development, antagonists and protagonist conflict, (non-mechanical) character development, act/scene story progression, and all of the other elements of creative writing. There could even be a section on acting and direction, for gamers who prefer to play "in character." The focus of this book would be "how to write the story."</p><p></p><p>We could even go deeper with it, and add a section (or a whole 'nother book) that focuses on "how to build the world." It could have several sections on mythology, and brief summaries of different cultures and their history. Governments, wars, religions, and technology from real-world and fictional sources would be provided in easy-to-digest morsels that allow the DM to cherry-pick what he likes and fill in the gaps, or create something completely new using the data in the book as a guide.</p><p></p><p>It sounds like a lot of work. It also sounds like the finished product would be well worth it.</p></blockquote><p></p>
[QUOTE="CleverNickName, post: 4538739, member: 50987"] A guidebook for roleplaying...interesting idea. The core books (of any edition) have the rules you need for dice mechanics, stats, economy, combat...all of the Math is all there, and it all works, and that's awesome. These books focus on "how to play the game." If we could add a book that dealt with the "Literature" side of the game (making it completely optional, for those who prefer a less-wordy approach to gaming), I think it would be awesome as well. Such a book could focus on plot creation and development, antagonists and protagonist conflict, (non-mechanical) character development, act/scene story progression, and all of the other elements of creative writing. There could even be a section on acting and direction, for gamers who prefer to play "in character." The focus of this book would be "how to write the story." We could even go deeper with it, and add a section (or a whole 'nother book) that focuses on "how to build the world." It could have several sections on mythology, and brief summaries of different cultures and their history. Governments, wars, religions, and technology from real-world and fictional sources would be provided in easy-to-digest morsels that allow the DM to cherry-pick what he likes and fill in the gaps, or create something completely new using the data in the book as a guide. It sounds like a lot of work. It also sounds like the finished product would be well worth it. [/QUOTE]
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