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Rethinking the 3-Book Model
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<blockquote data-quote="steeldragons" data-source="post: 5910821" data-attributes="member: 92511"><p>I, after much consideration, see no problem with a two book model...with the understanding/explanation, that at least one other would be needed.</p><p></p><p>So, for the "Advanced" hardback books:</p><p>Player Handbook.</p><p>Dungeonmaster's Guide.</p><p></p><p>THEN...an assortment of other "manuals" that the group/DM can opt to include/base their games off of:</p><p>A "traditional style" Monster Manual -for those who know how or want to put in the effort to use it/build adventures from scratch.</p><p>A "Lairs Conpendium" with KamikazeMidget's style "pre-combined, complete habitats/environments/adventures in which to encounter an assortment of grouped monsters who might all be found in a common locale or working/living together...things like a "Kobold Mine", "Vault of the Drow", "Frost Giant Castle", "[Red] Dragon's Lair", etc. that they can just pick and mix-n-match and play out of the book.</p><p></p><p>Add to that:</p><p>A "World Builder's Guide" -for DMs who want to go whole hog homebrewed setting from day 1.</p><p>A "Legendary Adventures Handbook" - for Players AND DMs who want to jump right into "epic" [small "e", nee "Epic"]/high level play.</p><p>A "Survival Guide" -for Players and DMs who want to use all sortsa optional rules for incorporating (more thoroughly than presented in the DMG) types of terrain, environmental hazards, possibly expanded listings for traps goes here(?), perhaps special Themes, Backgrounds and/or added "feats" and "skills" to potentially use or "swap out" from the PHB/DMG, etc. </p><p>possibly a "Manual of the Planes" -for Players and DMs who want to jump right into extra-planar/off-world play.</p><p></p><p>And, of course, individual published adventure modules that can be grabbed and played, start to finish, with no muss, fuss, alterations, thinking, reconfiguring or combining necessary.</p><p></p><p>So, basically, other than the PHB and DMG, <em>you </em>get to choose what your "Core" books are.</p><p></p><p>Other than THAT...I am still advocating a BOXED SET..at least a "Beginners/Basics/Adventurers" (soft-bound, short books) boxed set for levels 1-5:</p><p>Player Manual.</p><p>DM's Guide.</p><p>Separate digest-sized (I'm thinking 50 creatures is a good start) traditional-style "Monster Manual" for the DMs.</p><p>Separate digest-sized "Complete Grimoire" listing all Arcane, Divine, and Nature spells (for player mages, clerics and druids, respectively -sorcerers, warlocks, bards, and whatever else is included in the Basic Player's book) available for casters' levels (NOT spell levels!) 1-5.</p><p>Maybe a few preset/pre-made dungeon maps that just need monsters plugged into the available spaces.</p><p>Set of Dice.</p><p></p><p>Pick it up and play an hour later.</p><p></p><p>But, yes, it seems "thinking outside the core 3" books/encouraging people to "choose-your-own" is going to be the way to go...to make the widest possible audience of people happy.</p><p>--SD</p></blockquote><p></p>
[QUOTE="steeldragons, post: 5910821, member: 92511"] I, after much consideration, see no problem with a two book model...with the understanding/explanation, that at least one other would be needed. So, for the "Advanced" hardback books: Player Handbook. Dungeonmaster's Guide. THEN...an assortment of other "manuals" that the group/DM can opt to include/base their games off of: A "traditional style" Monster Manual -for those who know how or want to put in the effort to use it/build adventures from scratch. A "Lairs Conpendium" with KamikazeMidget's style "pre-combined, complete habitats/environments/adventures in which to encounter an assortment of grouped monsters who might all be found in a common locale or working/living together...things like a "Kobold Mine", "Vault of the Drow", "Frost Giant Castle", "[Red] Dragon's Lair", etc. that they can just pick and mix-n-match and play out of the book. Add to that: A "World Builder's Guide" -for DMs who want to go whole hog homebrewed setting from day 1. A "Legendary Adventures Handbook" - for Players AND DMs who want to jump right into "epic" [small "e", nee "Epic"]/high level play. A "Survival Guide" -for Players and DMs who want to use all sortsa optional rules for incorporating (more thoroughly than presented in the DMG) types of terrain, environmental hazards, possibly expanded listings for traps goes here(?), perhaps special Themes, Backgrounds and/or added "feats" and "skills" to potentially use or "swap out" from the PHB/DMG, etc. possibly a "Manual of the Planes" -for Players and DMs who want to jump right into extra-planar/off-world play. And, of course, individual published adventure modules that can be grabbed and played, start to finish, with no muss, fuss, alterations, thinking, reconfiguring or combining necessary. So, basically, other than the PHB and DMG, [I]you [/I]get to choose what your "Core" books are. Other than THAT...I am still advocating a BOXED SET..at least a "Beginners/Basics/Adventurers" (soft-bound, short books) boxed set for levels 1-5: Player Manual. DM's Guide. Separate digest-sized (I'm thinking 50 creatures is a good start) traditional-style "Monster Manual" for the DMs. Separate digest-sized "Complete Grimoire" listing all Arcane, Divine, and Nature spells (for player mages, clerics and druids, respectively -sorcerers, warlocks, bards, and whatever else is included in the Basic Player's book) available for casters' levels (NOT spell levels!) 1-5. Maybe a few preset/pre-made dungeon maps that just need monsters plugged into the available spaces. Set of Dice. Pick it up and play an hour later. But, yes, it seems "thinking outside the core 3" books/encouraging people to "choose-your-own" is going to be the way to go...to make the widest possible audience of people happy. --SD [/QUOTE]
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