this post was submitted on 08 Aug 2023
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I want rpg book to be complete and self supported. Rules are IMO less important than setting, so I expect rpg books to contain less rules than than lore.
I don't want to use calculus to estimate damage, and realistically a big table of bonuses/maluses for an action is useless in real life as the GM has to set up a difficulty without breaking the game flow. But I want to know about that lady who rules her noble clan by poisoning her opponent, that cult of Eunuch monks who can see the future and the new religions who spread and is about to kick out the new God. These are the elements I need to create story.
Rules are an element to make the setting alive, and sometimes a whole part of that setting, for example D&D alignment and mage who forget their spell are a huge setting choice
"Rules are IMO less important than setting" that's the hottest take I've gotten so far. I agree in spirit. I love it when the rules get out of the way of narrative and immersion. That's probably why I love Electric Bastionland so much. It's got a real solid simple foundation that I can use for any story about exploring a dangerous space.