As much as I disliked the d20 glut, there were some gems in there including Spycraft, d20 Call of Cthulhu, Mutants & Masterminds, etc., etc., but d20 wasn't the same as D&D. If you purchased D&D 3.5 with the intention of using it to run a campaign set in Randland (Wheel of Time), a low magic sword & sandles type setting, or an Arthurian romance akin to Pendragon, then the system will actively fight against you. You can rip out the rules and adapt them, as they did (poorly) with Wheel of Time, but at that point it's no longer D&D. But these days, I see people who want this option and that option in D&D, and I just don't think the game can be all things to all people. Which isn't a dig at D&D, most games cannot be all things to all people.Note that it super strongly implies that it can be used for almost any adventurous settting in the AD&D DMG, and again in the AD&D2 DMG, and the d20 open licenses were specifically to make it ... not quite GURPS-like universal, but more like 80's Hero & BRP lines, and almost all Palladium games: adapted cores using a common ruleset.
I'm not sure I can entirely disagree here. It's been a long, long time since I played anything by Palladium, but their settings were pretty good.Real Controversial: Palladium has much better worldbuilding efforts for each major setting than any official D&D setting.
But then it's not really CoC anymore, is it?I don't know, Basic Roleplaying does pretty good without it.
Also they should be digest-sized. Art books can be any size, but manuals for frequent reference are too big at their usual dimensions. I only now realize this could be added to an “OD&D did it right” list.RPG books are too long and too big and too verbose. Slim concise materials make for better gaming. As it is,books are made for reading because everyone knows but won't admit people aren't actually going to use the thing at the table.
This seems to be a very lukewarm take. If the Mandolorian had ended after the first season, it would have been a stone-cold classic.