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General Tabletop Discussion
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Anybody Use just the Core Rulebooks? Why? Why not?
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<blockquote data-quote="Wombat" data-source="post: 2098583" data-attributes="member: 8447"><p>Currently the only "Core" book I use (and that in a rather limited mode) is the <em>Monster Manual</em>. The main rulebook for our campaign is Monte's AU, supplemented by Green Ronin's<em> Skull & Bones</em>, Monte's <em>Complete Book of Eldritch Might</em>, and AEG's <em>Swashbuckling Adventures</em>, fleshed out to a lesser extent by <em>Nyambe</em>, house rules/GM-created creatures, and <em>Creature Collection I</em>. We have no intelligent monsters, other than undead and NPCs (the latter only marginally counting in that category).</p><p></p><p>Why do this? Because the central notions of the campaign work best with these books. The setting is roughly the late 16th century in a riff on Central America and the early attempts at colonies, with a fair piratical feel to it. We wanted to use AU for a while and this seemed the perfect opportunity. Since we are using that book, the PHB and DMG are less useful than before and most of the critters out of the MM are utterly out of place. The game has been running since September and we are having a blast with it. In fact, none of the players now want to go back to the core magic rules, far preferring the AU magic system.</p></blockquote><p></p>
[QUOTE="Wombat, post: 2098583, member: 8447"] Currently the only "Core" book I use (and that in a rather limited mode) is the [I]Monster Manual[/I]. The main rulebook for our campaign is Monte's AU, supplemented by Green Ronin's[I] Skull & Bones[/I], Monte's [I]Complete Book of Eldritch Might[/I], and AEG's [I]Swashbuckling Adventures[/I], fleshed out to a lesser extent by [I]Nyambe[/I], house rules/GM-created creatures, and [I]Creature Collection I[/I]. We have no intelligent monsters, other than undead and NPCs (the latter only marginally counting in that category). Why do this? Because the central notions of the campaign work best with these books. The setting is roughly the late 16th century in a riff on Central America and the early attempts at colonies, with a fair piratical feel to it. We wanted to use AU for a while and this seemed the perfect opportunity. Since we are using that book, the PHB and DMG are less useful than before and most of the critters out of the MM are utterly out of place. The game has been running since September and we are having a blast with it. In fact, none of the players now want to go back to the core magic rules, far preferring the AU magic system. [/QUOTE]
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