barsoomcore said:
Investment? I have the basic book -- can I run a game with just that? ThoughtBubble says yes -- other folks care to weigh in?
To spend much more money is not very interesting to me. I spend money on D&D because I get different settings each time, pretty much. To buy multiple books to support just one setting is not really my style. So if it'll work with the one book, I might give it a swing. Sure is a purty book.
You can absolutely run the game with just the core book. However, you as a Storyteller and your friends as players will have to become accustomed to a couple strands of thought that are uncommon in many of the popular DND setting-centered products out there:
1- There's a massive setting out there that, without the corebook, is completely customizable by collaboration between the ST and Players (or just the ST if the players don't want in). There are a few anchor points (well known cities), and there's lots of general information and terminology regarding the setting, but by and large, there are entire swaths of land hundreds of miles long that are aligned to "Themes" more than well-laid out nations/tribes/peoples. You'll be inserting setting as you see fit. Personally, I have Sparta here, Korea there, Babylon in this nook and a cross between Aztec culture and Teutons there... wierd neh?
2- There are lots of potential allies and adversaries out there who, with only the Core, have only the most basic of guidelines to define their abilities. There's no CR, there's no way to state, or equate, with a guarantee, that any individual Storyteller crafted character could not rip a new one in a Solar. Generally speaking, the guidelines show limitations- and by and large, most Exalts are weaker than the Solars that your players will be playing with just the Core.
3- The Charms, Sorceries, and Artifacts listed in the book are suggested to be a fractional part of the powers that a Solar Exalt can bring to the forefront. It is recommended that Players work with their STs to craft personalized Charms (and Charm trees) that have unique effects. Blanks are made in this game to be filled in.
4- Same goes for plot. White Wolf has a commitment of 8 books a year for Exalted, and has in the last 12 months managed to put out 10 books- but really, they're all Optional. You don't need to read any of the books to keep up to date with a Metaplot- at it's heart, there is no Metaplot. The story in every book stops right at "and the campaign begins" simply because Creation is a sandbox for the PCs to romp around in... the books can't exactly describe how the sand castles look 4 years from now, with all the feet kicking around.
That said, additional books are useful for numerous reasons, and I can't look at any of the purchases I've made with regret (and i've made every possible purchase in the series). If nothing else, they're great inspirational tools, and also good guidelines on how to customize NPCs and the setting.
The top 4 books recommended usually are:
Exalted Core (Hardcover)
The main book, so you can run a Solar game (duh heh).
Games of Divinity (soft)
GoD covers the creation myth more fully, and details elementals, demons, and spirits (including the Celestial Incarna- the greater spirits who are responsible for the Exalts)
Book of Three Circles (soft)
Bo3C has artifact guidelines, and bunches of new spells of all three circles (Terrestrial, Celestial, Solar). As a note, it's being revised as Savant and Sorceror.
Scavenger Lands (soft)
SL covers the North, South, East, West, the Scavenger Lands, and Nexus- the largest city in the Threshold of the world. This book pretty much gives greater detail to the major regions of Creation that a Solar party will be stomping around in. It does not detail the Blessed Isle, which can be found in the hardcover Exalted: Dragon Blooded.