(A) The lack of an illustrator
1. The cover is ugly.
2. That which is entirely new and interesting within the text can only be visually suggested by the public domain art collages.
3. The angels, in particular, seem begging for illustration, they're colorful as fuck:
for example. |
4. It's simply a less-appealing book without beautiful or interesting illustrations.
(B) this book has a smattering of humor and self-aware charm but, for the opening at least, it relies on straightforward description of fantasy elements, which, ultimately, in the scope of other ARTPUNK products, seems mediocre.
1. I think a good introduction is actually quite important to the rpg books that I like. think about Deep Carbon Observatory's introduction... minimalist. A widely loved part of AR&PL's opening:
The many zany intros of James Raggi. A good introduction is a good indication that the writer intends to do away with what's normally dry and boring.
STRAIGHT-UP GOOD THINGS:
1.The space described is claustrophobic and wonderful and detail-rich, unique and scary:
another example. |
2. The lore of the scale-men particularly appealed to me.
MIDDLING THING:
This text seems reasonable, although not particularly convenient, to use as a reference text. I'd print out the map page and refer to it, etc.
But: I've mostly stopped using resources that don't fit entirely on one page.
IN CONCLUSION:
about half of what drew me into TRPGS again was texts which were self-conscious departures from the fantasy norms for prose. Not just departures from fantasy norms, but departures from prose norms.-- Surprisingly presented texts...