What I like about book roleplaying games like Call Of Cthulhu, Pendragon, and Unknown Armies is the way they handle rules of psychology. In other games they are either left out or static beliefs, like the feelings shown in any episode of Star Trek. In order to develop better book roleplaying games we do not need realism of how to kill through all sorts of means. These rules are actually easier to handle without sophisticated statistics for all kinds of weapons and armor. Instead we ought to focus on how emotions and social interactions function as dramatic consequence and of course how to represent this in a game session. The key to succesful book roleplaying games is believable psychology made through emotional realism.