I am enjoying running my current Pathfinder campaign, and I occasionally let out a wistful sigh for AD&D 1E. But in both these case, the rules take up hundreds of pages and sometimes I long for a very concise set of rules, easily grasped, explained and implemented, though not necessarily simplistic or vague. Sometimes I want a 10,000 word, 24 page complete fantasy adventure roleplaying game with which to run entertaining, "D&D style" fantasy adventures (ranging from kill things/take their stuff in the dungeon to save the princes/slay the dragon to destroy the dark lord/save the world). Seeing as how this doesn't exist (at least as far as I'm aware) I am tempted to design and write it myself (having done that sort of thing for a time a few years back).
The question I have is this: what is absolutely necessary, from a rules/game document perspective, in order to achieve that kind of game. In that mythical 24 page, 10,000 word rule book, what absolutely has to be there? Heroes/PCs for sure. Monsters and adversaries, certainly. Rules for combat and other task resolution, undoubtedly. But then the specifics start to creep in. Magic? Certainly, but does that mean spells and magic items and mystical pools are all required within our limited space? Traps? Oddly enough, the World Most Popular Roleplaying Game did not include rules for traps in its core books until the third edition. Character classes or professions? Skills? Multiple races? And so on.
So, if you were perusing the shelf at your local friendly game store and say a thin booklet with a picture of a band of fantasy adventures on the cover and the proclamation "Complete Rules for Endless Fantasy Adventures!", what would you expect and demand be within?
The question I have is this: what is absolutely necessary, from a rules/game document perspective, in order to achieve that kind of game. In that mythical 24 page, 10,000 word rule book, what absolutely has to be there? Heroes/PCs for sure. Monsters and adversaries, certainly. Rules for combat and other task resolution, undoubtedly. But then the specifics start to creep in. Magic? Certainly, but does that mean spells and magic items and mystical pools are all required within our limited space? Traps? Oddly enough, the World Most Popular Roleplaying Game did not include rules for traps in its core books until the third edition. Character classes or professions? Skills? Multiple races? And so on.
So, if you were perusing the shelf at your local friendly game store and say a thin booklet with a picture of a band of fantasy adventures on the cover and the proclamation "Complete Rules for Endless Fantasy Adventures!", what would you expect and demand be within?