I'm not quite sure how I feel about the news that The Sword of Shannara and its sequels are going to be a TV series. On the one hand, I started to read The Sword of Shannara once and stopped because the writing was terrible. On the other hand, TV and film may be just the thing to make The Sword of Shannara enjoyable, since re-telling a bad story in a visual medium chops out a lot of bad writing.
A lot of bad writing is bad because it's over-told, by which I mean it has too many trivial details. Somewhere, the bad writer has heard advice like "show, don't tell" and "describe your characters" and completely misinterpreted it. This is actually a big problem in RPG books as well, and I don't just mean game fiction. How many words have been wasted in various clones and the later editions of the D&D game itself describing what a fighter is? It's a fighter, dammit! Who doesn't grasp that concept?
In the RPG world, a lot of this bad writing comes from a fear of ambiguity. Gamers are obsessed with knowing exactly what a character or item can and cannot do, and they hate overlap. This explains things like niche protection, the linear-fighter-quadratic-wizard debate, bitching about Wisdom, and a great many other things. We can't have our peas touching our carrots, can we? And we want exactly 36 peas, arranged in a square, with butter applied evenly to the top of every pea with an eyedropper.