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d20 Tribe 8...interest?
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<blockquote data-quote="Tiama'at" data-source="post: 465312" data-attributes="member: 8742"><p>While it would help (especially getting things like the history of the setting and the more detail on the Seven Tribes), I'd say between the setting chapter in the Players Guide (which fills some of the holes left in the broad strokes in the main rulebook), and the information in the d20 chapter, things would be okay without a main rulebook.</p><p></p><p>For those who don't know the Tribe 8 library is broken down as follows:</p><p>- Rulebooks (meaning the Tribe 8 mainrulebook, the Weaver's Screen, and the new players guide)</p><p></p><p>- Metaplot/Adventure books (aka Chapter Books or Storybooks) and the Books of Legends (non-metaplot generic adventures)</p><p></p><p>- Setting books (Vimary and Capal: Book of Days, and Into The Outlands which details the wilderness around Vimary)</p><p></p><p>- Word of... Books which are a focus on various setting elements (Word of the Dancers, for example, focuses on two of the Seven Tribes). They are less mechanical than a real splatbook, they don't include "new" rules or systems, some include a couple of relics (magic items) and aspects (specific magical powers).</p><p></p><p>For use of d20 (like I mentioned on the RPGnet boards), you can use all the books rather easily since they are not "number crunchy". The storybooks are much more open-ended than a typical D&D module. They also cover longer periods of time - anywhere from 2 weeks for something as short as Warrior Unbound or Vimary Burns, to as long as a year or more of game time (Harvest of Thorns, Children of Lilith, Broken Pact, etc). Even the "Word" books are useful to a d20 player since they go into the rituals and drama of each individual tribe (the Seven Tribes are covered in 3 Word books, which are all out, so no White Wolf style waiting).</p><p></p><p>Hope that helps <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Tiama'at, post: 465312, member: 8742"] While it would help (especially getting things like the history of the setting and the more detail on the Seven Tribes), I'd say between the setting chapter in the Players Guide (which fills some of the holes left in the broad strokes in the main rulebook), and the information in the d20 chapter, things would be okay without a main rulebook. For those who don't know the Tribe 8 library is broken down as follows: - Rulebooks (meaning the Tribe 8 mainrulebook, the Weaver's Screen, and the new players guide) - Metaplot/Adventure books (aka Chapter Books or Storybooks) and the Books of Legends (non-metaplot generic adventures) - Setting books (Vimary and Capal: Book of Days, and Into The Outlands which details the wilderness around Vimary) - Word of... Books which are a focus on various setting elements (Word of the Dancers, for example, focuses on two of the Seven Tribes). They are less mechanical than a real splatbook, they don't include "new" rules or systems, some include a couple of relics (magic items) and aspects (specific magical powers). For use of d20 (like I mentioned on the RPGnet boards), you can use all the books rather easily since they are not "number crunchy". The storybooks are much more open-ended than a typical D&D module. They also cover longer periods of time - anywhere from 2 weeks for something as short as Warrior Unbound or Vimary Burns, to as long as a year or more of game time (Harvest of Thorns, Children of Lilith, Broken Pact, etc). Even the "Word" books are useful to a d20 player since they go into the rituals and drama of each individual tribe (the Seven Tribes are covered in 3 Word books, which are all out, so no White Wolf style waiting). Hope that helps :) [/QUOTE]
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