I'm currently reading OGL Cybernet, which is essentially d20 cyberpunk. I say essentially because it uses the d20 mechanics, but is published under the OGL rather than d20 license, in order to include character creation rules, and it's in no way related to the Cyberpunk 2020 game - except in that it covers the same genre.
Anyway, the game is moderately interesting, despite a couple of things that are driving me crazy (cyberware and hit points being the main ones, but that's another rant). However, as with so many other role-playing games, it opens with the standard discussion of what exactly roleplaying is.
Now, perhaps I'm being foolish, but I would expect that a game as obscure as this title (and, indeed, every other role-playing game except D&D and maybe Vampire) is only ever going to be sold in speciality game stores, or on places like Amazon where you're only going to find it if you specifically look for it. Either of which means that only gamers are likely to pick it up. And, one would expect, gamers already know what roleplaying is (not to mention that the concept is now generally understood, due to the use of roleplaying in education, staff training, and the like. It's only the concept of a role-playing game that might need explained).
So, frankly, what's the point? Just assume your readers know what the game's about, and use the space for more useful things. Like blank space or something.
Storyteller Advice
While I'm on the topic of wasted space, I'm starting to lean towards the notion that GM advice on constructing stories, campaigns and so forth (rather than specific issues like accurately balancing challenges, varying encounters, and so on) are a waste of space. Such discussions are often aimed at such a level that every good GM already knows everything that's mentioned in them. It's also manifestly obvious that bad GMs don't even read them, or if they do they don't pay any attention, instead being focussed on the 5,000 additional enemy groups you've just introduced, and are now advising they don't use.
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