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<blockquote data-quote="scourger" data-source="post: 2128692" data-attributes="member: 12328"><p>Since you solicited <em>opinions</em>, I will give mine. Between these 2 options, I prefer something as close to the core as possible. That is not to say that the product should be all fluff (setting information) and no crunch (new rules). Both are important. But, I prefer a book that emphasizes a few relevant rules adpatations to enable the new setting with the core rules. Since the core game works so well for what it does, it is hard for me to define what the right mix is. So, I'll give you a few examples of my favorites. </p><p></p><p>First is the Omega World d20 mini-game from the Polyhedron side of Dungeon Magazine issue #94. This game does in about 40 pages what many others cannot do in several hundred pages. It totally captures that feel of the classic Gamma World game in a succinct package that uses the D&D base game. It only adds a handful of new rules, but they really help define the setting. The new rules are based on adapting existing mechanics rather than redefining the rules. Brilliant. You should really pick up this book to see how a game or setting should be done. </p><p></p><p>Second is Judge Dredd d20. Again, this game presents a few new rules that are adapted to the core d20 game. It really helps illustrate the setting information that is presented. This is, again in my opinion, a game/setting book that gets it right. It presents the cool world of judge Dredd and some new rules that are really new twists on existing mechanics. </p><p></p><p>I'll also give a nod to two modules. Ancient Kingdoms: Mesopotamia has very concise setting information in the first few chapters. I wouldn't use all of the new rules, but some of it very cool: simple human sub-races, bronze age equipment and a couple of new gods. It makes the adventure more compelling to have the defined setting. Also, The Last Hero in Scandinavia is a great take on viking D&D. It really presents only a couple of new mechanics (horde creatures and experience chips), but they truly define the setting that the module presents. </p><p></p><p>So, there's my two cents. Good luck with the project.</p></blockquote><p></p>
[QUOTE="scourger, post: 2128692, member: 12328"] Since you solicited [I]opinions[/I], I will give mine. Between these 2 options, I prefer something as close to the core as possible. That is not to say that the product should be all fluff (setting information) and no crunch (new rules). Both are important. But, I prefer a book that emphasizes a few relevant rules adpatations to enable the new setting with the core rules. Since the core game works so well for what it does, it is hard for me to define what the right mix is. So, I'll give you a few examples of my favorites. First is the Omega World d20 mini-game from the Polyhedron side of Dungeon Magazine issue #94. This game does in about 40 pages what many others cannot do in several hundred pages. It totally captures that feel of the classic Gamma World game in a succinct package that uses the D&D base game. It only adds a handful of new rules, but they really help define the setting. The new rules are based on adapting existing mechanics rather than redefining the rules. Brilliant. You should really pick up this book to see how a game or setting should be done. Second is Judge Dredd d20. Again, this game presents a few new rules that are adapted to the core d20 game. It really helps illustrate the setting information that is presented. This is, again in my opinion, a game/setting book that gets it right. It presents the cool world of judge Dredd and some new rules that are really new twists on existing mechanics. I'll also give a nod to two modules. Ancient Kingdoms: Mesopotamia has very concise setting information in the first few chapters. I wouldn't use all of the new rules, but some of it very cool: simple human sub-races, bronze age equipment and a couple of new gods. It makes the adventure more compelling to have the defined setting. Also, The Last Hero in Scandinavia is a great take on viking D&D. It really presents only a couple of new mechanics (horde creatures and experience chips), but they truly define the setting that the module presents. So, there's my two cents. Good luck with the project. [/QUOTE]
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