Can we go back to smaller books?


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The smaller book is one of the reasons I really like Savage Worlds.

The D&D Miniatures Handbook had a great little campaign section that presents a very simplified version of the game, which I hope to use one day for an RPG-style DnD minis campaign.
 

Y'know, Savage Worlds is a pretty good example of a system in a short book. And, mechanically, it's a pretty complete system. The downside is, when you start making a campaign using the system, everything is so generic that you wind up writing pretty much an entire rule book just to apply things to the campaign.

If you look at the campaign books for SW, that's pretty much exactly how it works. The SW Ex Ed gives you 99% of the crunch and the setting books then apply that to a given campaign.

I'm not sure if you could run a SW campaign without a fair bit of work going from general to specific.
 

It's the ease of use of Savage Worlds that appeals to me. I don't need a super-detailed campaign world. What I need is a concise set of rules to play the game and tell the story. And, I think that is what this thread is about for D&D, too. When the rules get so massive, it gets in the way of the game and the story. I liked 3e when it came out; and I even read the 3 core books (PH, DMG & MM) cover-to-cover. I tried the same with 3.5, but it didn't stick. I certainly can't do it now. It's just too much information, and it's not necessary to me. I would like to see a Rules Cylopedia for D&D (preferably 3e d20 for me), but I don't think it will happen. It's not enough new product to fuel the kind of profits needed to keep the company afloat. Even a Basic, etc. progression would be nice; preferably with modules and minis. Maybe they will print something like that one day. But, I think I am off the roller coaster and on my way out of the amusement park. Maybe the 4e Gamma World releases later this year will hit that mark for me.
 

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