QUOTE (flowswithdrek @ Dec 29 2014, 02:32 PM)
I hear a lot about bad writing in 4th & 5th editions, but I don't remember reading anything that I would have said was overly bad, though I haven't read all the 4th edition or 5th edition stuff yet. I'm genuinely curious (I’m also a writer), so any examples as to what people consider truly bad writing? Are we talking rules not explained as clearly as they could be? Is it bad spelling, grammar, or incorrect word usage, or just typos? Is it the ideas that suck rather than the actual writing, i.e. the creative direction?
The closest I can get to saying the writing is bad is the constant shifting from male to female when referring to the GM or Players. It hurts my brain. I really don’t care which is used, but pick one or use neither. In the main 5th edition rules I'm sure I remember reading one sentence where the subject was referred to both male and female in the same sentence and it feels like someone has gone through the text and editing it just to create some kind of balance.
My main problem with both 4th and 5th is that I just can find all the info in one place. I like crunch, but I like it to be accessible and understandable.
You should check out War!. That's pretty much the current gold standard for 'Why would you publish this?', as far as bad writing and editorial decisions go.
In specific, we're talking about :
Basic spellchecker errors like homophones being swapped
Whole sections of the SR5 rulebook that were deprecated playtests (Trolls and Lifestyle costs) going to print not once but
twiceSample characters are not legal builds
Direct rules contradictions in different sections of the SR5 book. See 'bricking' for the most often argued one.
Catalyst going to print with both the $400 leather bound special editions and a second printing run of the SR5 core book with the known errors still uncorrected despite both months of public callouts
The very proofreaders who're credited on SR5 books pointing out that the final poofs they submitted were not the ones used to publish
The 'Arbeit Macht Frei' section of War! going to press. At all.
The writer responsible for the Wireless Bonuses section of the SR5 main book having been given completely different instruction as to the design goals than what was published
Adept powers printed in Street Grimoire with a
prerequisite power that wasn't in print (Keratin Control) until the Shadow Spells e-book months later. Whoops!
Additionally, fun issues like art in the Gun Heavens books having been found to be minor Photoshops of article pictures from Wikipedia is a thing that's happened, as well.
Beyond that into actual game design, we have the whole issue of the wireless bonus rules being nonsensical. The writer who wrote the bonuses wrote them on the assumption that devices could still be networked directly internally, and as such major standard features of cyberware are tied to the wireless system. This means that those characters
least likely to expose themselves to digital attack, bleeding-edge street samurai, are forced to do so in order to get their 'ware to work properly. Also in the WTF game design bucket is 5e Technomancers, who are essentially identical to mages, only with their Magic attribute reskinned as Resonance. Apparently technopathy and technoempathy are hindered if that technology happens to be attached to you.
Then there's the splatbooks, with fun things like the Infinite Karma Loop from Street Grimoire's Essence Drain rules that essentially voids the whole reason Aztechnology ever got involved with blood magic, and makes it clear that the only reason the Great Dragons don't have literally infinite statistics is because they choose not to. After all, lift one Karma (or Essence, or Magic) from
every employee of Sader-Krupp and give it to Lofwyr as a Christmas bonus every year...