King of Old School said:
Hi Geoff,
I'm wondering what the original intention of the development crew was regarding the breakdown of materials into 2 books -- IOW, if they weren't intended as a player's book and a GM's book then what were they intended as?
Well, the one thing I really suggest people do is let go of the D&D definitions of PHB & GMG. That way of thinking only leads to pain and anguish
Basically, when we started, the first book was designed as the
core campaign setting book. We made no secret of the fact it needed to be used with D20 Modern (I find myself surprised at the number of people who are complaining they need to get D20M to use it, when Bruce and others said all along that was the case). It was designed to give everyone - players and GMs alike - an idea of what the new GW setting was like, and enough stuff to let them get a campaign off the ground before the additional material came out.
That's why things like the community rules appear in the PHB.
The Game Master's Guide is essentially a collection of advice on how to run a GW campaign: different play styles, setting up challenges and alternate settings. As Bruce likes to say, the book is designed for GMs who like the game, but are having some trouble figuring out what to do with it. It's intended to help them out some. I have a laser printed copy of the manuscript at home, but I haven't finished reading through it yet. What I have read, I've liked.
It
isn't like the D&D DMG though, so if people buy it expecting to get the PA equivalent, then they're going to be disappointed. It's much closer to the Storyteller's Handbook for the World of Darkness games.
Basically, the GW line follows the normal White Wolf way of structuring information, not the D&D way: the core book gives you enough stuff to get you started, and everything expands on it from there.
Hope that helps.
cheers
Geoff