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Well Wrought – #RPGaDay 2017, Day 19

August is RPGaDay month. Yep, a month solid of RPG-related posts, answering these questions:

Today’s question is this:

Which RPG features the best writing?

Er, define best? Also, confession time.

I’m going to confess: I find game fiction mostly unreadable. I didn’t, as a kid—one of the guys I played AD&D with collected Forgotten Realms novels (as I did Forgotten Realms game supplements) and he loaned most of them to me so I could read them. I consumed piles of those things. I kind of knew they weren’t great, but, eh, they were Realmstuff. But I left those behind back in middle school, and the only exception I’ve made was… not great. (I haven’t posted about it, but spoiler: it was a Wraith: The Oblivion tie-in novel.)

But you know, I’m not talking about game tie-in books. I’m actually talking about the long-winded, mediocre fiction pieces that at some point became de rigeur in every game book. (Was it White Wolf that started this trend? I think it might have been.) I get the usefulness of a piece of fiction that conveys how the game is supposed to be played, of course, or delivers a bunch of cosmology or terminology to the reader in a digestible form. However, I don’t really find the game fiction all that good as fiction, and that makes it less digestible, as far as I’m concerned. 

So, yeah: I skip the game fiction. In pretty much every book I read. Not the background stuff, not the worldbuilding material. But the game fiction? It’s rare I even look at it at all—but when I do, it usually takes moe only a paragraph or two before I bail and skip ahead to the game stuff. 

And I know I’m not alone. 

Another thing that turns me off is when a game designer is trying really, really hard to make the game terminology sound “cool” or “edgy.” Often, it just sort of turns me off. I had a recent experience reading a gamebook like that: interesting system that I’d be interested in understanding better… but the über-hip game terminology and style of writing was so ramped up that I just sort of felt turned off by it. It a bit like reading a TPS report full of slang words or something. Likewise, a gamebook must engage with specialized language—be it game terminology, or simply the specialized language of the setting. There’s such a thing as too much, though: Jorune is notorious for that, and so are some other games. (I’ve heard some criticize Tékumel for the same issue.)

So anyway, when I talk about “good writing” I mean clarity, creativity, and a certain crisp, pop in the quality of prose. Sometimes good writing stands out, and sometimes it’s less apparent. 

Here’s some examples of books I’ve read lately that have “good” writing, and why I think it’s good. 

There are other designers and books I might point to when I want to talk about sheer inventiveness of their products. Zak S.’s A Read and Pleasant Land, and the first couple of editions of Gamma World, and Rafael Chandler’s World of the Lost, are all simple, clear, wildly creative, very usable, and quite evocative, but the prose is workmanly rather than artistic or subversive. That’s not a flaw, it’s a practical decision: I think that same clarity and usability is also true of the first four of BECMI Mentzer Dungeons & Dragons boxed sets. People rag on those being designed to get twelve-year-olds into the hobby, but that’s what they were meant to do, and a lot of us who weren’t old enough to be part of the first generation of RPGers got our start exactly that way. Meanwhile, the original AD&D 1st edition books are a mess, but they’re a fascinating, glorious mess, and I could easily sit and read the 1st edition Dungeon Master’s Guide for pleasure today and discover things I’d missed the many previous times I read it, if only I had a copy on hand. But that said, it’s also a mess of a book. Glorious, but messy as all get-out, and that’s hardly a surprise: ol’ uncle Gary was inventing the genre of the fat hardback game manual as he went along. Books that invent new genres usually are gloriously messy by the standards of what follows later. 

But if I’m thinking of books with good writing, well, the above ones are what come to mind. Doubtless there’s more wonderful stuff I haven’t read, but I can’t talk about that. I wish I had access to more books to peruse, but, well… I live deep in the Korean countryside. Maybe on my next trip to Seoul, I’ll stop by Dice Latte and get a chance to flip through a few more gamebooks I’ve been wanting to check out—D&D 5E, they have, and the Dungeon Crawl Classics rulebook, and whatever else they have on the shelf. (I think there was a copy of some edition of Pendragon, and some old West End Games Star Wars books, too.) 

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