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Preferred tone of RPG text

Started by VengerSatanis, May 02, 2017, 03:20:02 PM

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VengerSatanis

Assuming we even have a particular writing style, most of us are probably stuck with what we've got.  Writers write a certain way because that's just how they write.  Of course, self-conscious changes in one's writing style could be made.  I, for one, am pretty happy with what I'm stuck with, but am still curious about what my fellow gamers prefer.  

So, which of the three do you fancy and why?  To put it another way, what does your favorite RPG author sound like?

1) Dry, to the point, matter of fact.
2) Casual, informal, like a conversation.
3) Lyrical prose, whimsical, literary avant-garde

Aside from confused and grammatically terrible writing, can you guys think of a 4th or even 5th category?

VS

p.s.  Bonus preference question - terse or verbose?

RunningLaser

I prefer rules to be to the point and easy to reference.  So, there's another category you could put down- ease of reference.

There's tons of wargames that are written well, cover more ground than rpg's, are easy to reference and are low on page count.

Soylent Green

Terse, really terse.

I''ve been on a terse is beautiful kick for a while. When I set out to write Cyberblues City one of priorites was to aim for a sort  laconic with just a touch of dry humour style of writing. Short sentences, imperative tone (implied "you" when providing instructions), no justification or apology for the rules presented sprinkled here with a funny or plain strange detail to catch the reader off guard.

In practice it isn't really a one size fits all sort of proposition. Terse worded well for Cyberblues City as the tone complements the game. It also conditioned me to keep the rules simple; forcing me to think on the line of if I found it took a lot of words to descibe a mechanic then maybe is wasn't the right mechanic for this game. That isn't going to be the case for all games.

But in short, terse is beautiful.
New! Cyberblues City - like cyberpunk, only more mellow. Free, fully illustrated roleplaying game based on the Fudge system
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Gronan of Simmerya

I can tell you what I DON'T like.

I hate it when the rules are presented by a character or characters "explaining the world."  West End Games Star Wars 2nd Edition did this, as did High Medieval.

Don't do that.
You should go to GaryCon.  Period.

The rules can\'t cure stupid, and the rules can\'t cure asshole.

cranebump

Clear, and direct (active voice as much as possible), with fluffy parts out of the way (in sidebars).
"When devils will the blackest sins put on, they do suggest at first with heavenly shows..."

languagegeek

These days, I like well-organized point form for anything game-related that I may want to look at before play to remind me of some rule, or that I will reference during play. There can be a paragraph or two afterwards to explain the points that I won't have read more than once. Examples are nice too, but separated out in a side-bar or something.

For example, in an adventure module I'd like to see points that:
* outline what is in the room/scene
* how it relates to neighbouring rooms/scenes
* any stats.
* Then a paragraph of text that shouldn't contain anything I'll need immediately at the table.

Krimson

Quick and to the point. The idea behind rules is that they are an information dump which is a requirement to play the game. They should be designed so you spend minimal time reading, leaving more time for play.
"Anyways, I for one never felt like it had a worse \'yiff factor\' than any other system." -- RPGPundit

Shawn Driscoll

#7
No wisecracks (like you see in "For DUMMIES" books).
No sidebars (like you see in GURPS books).
No Mojo Jojo.
No text walls
No cartoon art.
No placeholder art.
No SJW verbiage.
Proper use of page margins/indenting/justifying/layout/font for text.
If it takes more than a paragraph to explain a rule, lose the rule.
There needs to be example GM/players/characters using the rules, showing some quick role-play examples as well (just a couple sentences needed for each example, not walls of text).

The Serenity RPG is a good example.

saskganesh

Rules/instructions fall into the technical writing genre. Be clear and concise. Be well organized. Have  a robust layout. Since 95% of your audience are likely already gamers, you can cut out a lot of cruft

Modules/adventures do benefit from strong presentations of atmosphere so there is room in those for more literary/artistic experimentation. However, when it comes to running said module/scenario you'll still have to fall back on your tech writing chops to increase playability and tabletop enjoyment.

It's like a good cook book. It tells you how to make the food, and doesn't waste time telling you about the pleasures of the meal you haven't eaten yet.

Oh and Designer's Notes as an appendix. I love those. Not instruction, exegesis. Let me into your head. I actually don't think enough game writers do this anymore.

Dumarest

#9
Depends on the game. The tone should suit the setting or genre. I really enjoyed having Spider-Man and the Thing explain the rules in the old TSR Marvel Super Heroes game.

Terse vs. verbose: use only as many words as needed to clearly convey information.

Also please use examples to illustrate rules and if you're using art have the pictures match what is being discussed on that page. Too many books have art that makes no sense for the pages the images are on.

And study Strunk & White before writing.

saskganesh

I also think a casual voice is ok if the text theatens to get too dry. But not so casual as to interfere with instruction. Light touches of humour are welcome, especially in descriptions/examples of play. That can be gold.

AaronBrown99

Quote from: Shawn Driscoll;960389No wisecracks.
No sidebars.
No Mojo Jojo.
No text walls
No cartoon art.
No placeholder art.
No SJW verbiage.
Proper use of page margins/indenting/justifying/layout/font for text.
If it takes more than a paragraph to explain a rule, lose the rule.
There needs to be example GM/players/characters using the rules, showing some quick role-play examples as well (just a couple sentences needed for each example, not walls of text).

So much this.
"Who cares if the classes are balanced? A Cosmo-Knight and a Vagabond walk into a Juicer Bar... Forget it Jake, it\'s Rifts."  - CRKrueger

Bedrockbrendan

As long as the writer engages my interest and I feel like I want to keep reading, they can use whatever style they want. I think most designers would be better served ignoring the social media hive mind on matters of style and just find a voice that fits their personality.

S'mon

#13
Quote from: VengerSatanis;960376Assuming we even have a particular writing style, most of us are probably stuck with what we've got.  Writers write a certain way because that's just how they write.  Of course, self-conscious changes in one's writing style could be made.  I, for one, am pretty happy with what I'm stuck with, but am still curious about what my fellow gamers prefer.  

So, which of the three do you fancy and why?  To put it another way, what does your favorite RPG author sound like?

1) Dry, to the point, matter of fact.
2) Casual, informal, like a conversation.
3) Lyrical prose, whimsical, literary avant-garde

I'd say #2 - and your style is definitely a favourite of mine, off-hand I'd say Gygax's writing is the only one I definitely like better. Like Aaron Allston (very different) and Mike Pondsmith BitD, you have one of those styles that is a big factor in me buying your stuff.

I generally like a concise style for rules reference, eg Moldvay Basic is a deserved classic. Paizo verbosity is generally offputting but can work in eg campaign setting guides meant to be read more for inspiration than reference - it works in their Inner Sea World Guide, but not in the individual city guides when I am using them during a session to look stuff up.

Christopher Brady

Quote from: BedrockBrendan;960402As long as the writer engages my interest and I feel like I want to keep reading, they can use whatever style they want. I think most designers would be better served ignoring the social media hive mind on matters of style and just find a voice that fits their personality.

This and I would add, if you're going to use art to give a feel for what you're trying to explain whether it be concept or setting, be consistent.
"And now, my friends, a Dragon\'s toast!  To life\'s little blessings:  wars, plagues and all forms of evil.  Their presence keeps us alert --- and their absence makes us grateful." -T.A. Barron[/SIZE]