Has the age of the big book arrived?

Pramas said:
Thieves' World differs from Black Company because our license lets us do a line, whereas with BC we could only do one book (hence its bigness). Thieves' World we're doing as four books to start (with more if they sell well enough). The four books are:

Thieves' World Player's Manual: 192 pages (this ships to distributors on Friday; woot)
Murder a the Vulgar Unicorn (adventure): 80 pages
Shadowspawn's Guide to Sanctuary: 256 pages
Thieves' World Gazetteer: 128 pages

Chris Pramas
Green Ronin
Thanks Chris. I plan on having a look in Indy.
 

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Whizbang Dustyboots said:
I hadn't realized the WoW book was a compilation, instead of just a revision. What other materials from the Warcraft line does it absorb?

Well, it has technology rules (which negates the need for part of Magic & Mayhem) and the new spellcaster setup sort of obviates the need for the spellcasting PrCs like necormancer.

But it doesn't really try to gather what it doesn't re-define. White wold has a conversion document which I think mentions what gets over-ridden that might give you more details:

http://www.white-wolf.com/downloads.php?category_id=64
 

The big books I've bought so far are: AE, WoW, IKCG, and IKWG. I got each for around and under $40 (my FLGS does give discounts to frequent customers).

I'm all for the big books as long as the production values are good and the content is just as good as I expect from any book I buy.

Kane
 

Psion said:
Is this something of a trend? Can we expect to see more of these big books in our future? What does it mean for the industry? The hobby?
No idea. But I can say what it means to me.

I, personally, love big books (assuming that the content is what I like/need). Campaign setting books and gigantic modules are right up my alley.

However, I think there are also some drawbacks for me. I much prefer a split between player material and GM material. Further, while I enjoy large books, my players do not. There is simply no way they'd ever buy some monster 400+ page book, and it is a pure impossibility that they'd ever spend US$40 on a hardcover game book.
 

I would also buy two big 3.5 Freeport books, for what it's worth, if one were a player's guide (with the appropriate 3.0 prestige classes and spells moved there and updated) and the other a city guide (with a definitive take on the snake people) updating and collecting the out of print 3.0 materials.
 

Hm. Where I don't mind a big GMs book for a setting - after all, I like to get as much as I can - the idea of a separate player's book is nice too. Something my players can buy into for a low price and have what they need to play.

My problem with big books - well, with a lot of rpg books these days - is that I'm preventing myself from buying them unless a) it's a great deal or b) I can use it now. I've got far too many books sitting on my shelves going nowhere.
 

After I stop at the airport this evening (everyone say "hi" to Paradigm Concepts) I'll stop at Dragon's Lair and buy Spycraft 2.0 (and Iron Heroes). I'll try and remember to come back and give me opinions on the book's size since it's definitely in the "bigger than I like" range.

EDIT: Note to self: Don't try and talk on the phone, IM, and post at EnWorld all at once.
 


Psion said:
Well, it has technology rules (which negates the need for part of Magic & Mayhem) and the new spellcaster setup sort of obviates the need for the spellcasting PrCs like necormancer.
Qualifies as a revision to me.

Big books are nice, but are quite a bit more difficult to lug around to gaming sessions... especially when you already have a bag full of other books. :(
 

Nomad4life said:
I like big books and I cannot lie, you other gamers can’t deny…
When the DM walks in, and the spine is not too thin, you get SPRUNG!

Even grognards got to shout:

DM's got Tome!

250k word count, forest full of pages....

DM's got Tome!


:heh:

What?!?!?!?
 

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