I started thinking about this after the 'One Core Book' thread popped up, and found myself REALLY liking it. The concept of having a solid, well designed, supported core set of rules that is the backbone of your brand. Be it set in Poland, Greyhawk, FR, whatevs. It's the default setting that embraces all the tropes the designers want to throw into D&D proper.
Then, using the core rules as your game engine, leverage the modularity concept and offer up alternate settings, all-edition rules expansions/supplements, guidelines, monster manuals, equipment manuals, what-have-you, etc, etc . . . Don't go too far afield from the tried and true variation on the medieval fantasy genre though.
All supported in-house, and, ALL optional. You just want to play core and ignore the rest? Done. The options NEVER overwrite the core if you don't want them to. Modularity also allows one group to play core as D&D Supers and other group to play D&D Gritty.
Hmmmm, sounds a little like the 2nd Ed of D&D to me now that I think of it but built on a re-vamped, simpler (as compared to AD&D) B/X, BECMI chassis.
What say you?
Dave
Then, using the core rules as your game engine, leverage the modularity concept and offer up alternate settings, all-edition rules expansions/supplements, guidelines, monster manuals, equipment manuals, what-have-you, etc, etc . . . Don't go too far afield from the tried and true variation on the medieval fantasy genre though.
All supported in-house, and, ALL optional. You just want to play core and ignore the rest? Done. The options NEVER overwrite the core if you don't want them to. Modularity also allows one group to play core as D&D Supers and other group to play D&D Gritty.
Hmmmm, sounds a little like the 2nd Ed of D&D to me now that I think of it but built on a re-vamped, simpler (as compared to AD&D) B/X, BECMI chassis.
What say you?
Dave
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