How many books should a game setting require?

It might be a good idea to have two neccessary books, though; one would have the knowledge of general people, while the other would have secret information for the DM (e.g. heads of secret organizations, what the evil guys are up to). Although I suppose the latter wouldn't REALLY be neccessary, if the DM wants to make up all the secret stuff for himself.
 

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I agree with those who say it should only require one book. However, I imagine I would differ with many about what should be in that book.

Personally, I think the Kingdoms of Kalamar book had everything I would need to run a campaign for it. It had very little rule information and was mostly background information. What else do you need?

Then you can put out the optional books. I think the ideal number of "Core" optional books would be three. A Player's book with campaign specific Prestige Classes, Feats, Spells, etc., A Monster book with campaign specific monsters and a Campaign Specific DM book with stats for major NPCs (particularly the recurring villians), villian Prestiges Classes, etc.

Of course, some of these could be combined. The villian book could nicely fit into the campaign book, so could the Monster book (if the campaign had only a few campaign flavored creatures).

Glyfair of Glamis
 

It might be a good idea to have two neccessary books, though; one would have the knowledge of general people, while the other would have secret information for the DM (e.g. heads of secret organizations, what the evil guys are up to). Although I suppose the latter wouldn't REALLY be neccessary, if the DM wants to make up all the secret stuff for himself.

exactly. that "Papa Smurf's Secrets of SMURFWORLD" book is purely optional. you should be able to run a campaign with only the player's book.
 
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And what about regional sourcebooks, with information about the people and places that the DM is using, and creating characters from there?
 

Kilmore said:
And what about regional sourcebooks, with information about the people and places that the DM is using, and creating characters from there?
i'd say those are definitely optional. if your campaign isn't set in that region, you don't need the book. even if you are gaming in that region, you should still be able to run your campaign without it, using what information is provided in the main setting book.
 

A campaign setting should require just two books, one for players and another for DM's.

The players book should provide a very brief synopsis/snapshot of the world as they enter it. General information on who is from where and what they are like. It should then go into detail on any new player classes, PRC's, gear, spells, etc. Everything a player would need to know to build a setting specific character should be inserted. The book should be relatively short, softbound, and priced to be affordable. Margin based on volume.

The DM's book should be much more detailed as to the story of the setting and the details/backstory that make it different from any other setting. Information on the relations between major NPC groups should be found, as well as good detail on the smaller bits of incidental knowledge. Detail and attention should be given to any new rules/systems that are specific to the setting as well. Additionally any new magic items/artifacts should be detailed, and a special section on monsters should be put in. A one stop clearing house for everything a DM would need to run the game should be composed in a single volume. Hardbound, with a higher price that gives profit on every sell (sincee the run should be smaller to reflect that only DM's need to buy it).

I loved the one book treatment for Wheel of Time and can see how that probably gives the publisher the most bang for their buck, but hate that all the DM information is right there next to the player bits. Mystery and suspense are good things, and thats why I'd rather have a shorter players guide as a companion to the DM's book.
 

There should be enough in one book that you never _NEED_ to purcahse anything else.

Wanna see an entire setting, rules and all, stuffed into one book? Pick up copy of Talislanta. It's a tome.
 

I'm torn on this issue. As a buyer, the fewer books the better. As a gamer, the more options the better. I'd like to see a setting that puts out two core books - a player guide filled with new feats, setting-specific prestige classes, new spells, and player information about the world, and a DM guide filled with DM information about the world, major NPCs, setting-specific monsters, tips on running the setting, and a cosmology. I would be wholly satisfied with those two books.
 

i may be giving the mistaken impression that i only want one book for a setting. that's hardly the case. the more supplements the better, for the most part. :)

but the question was how many books should be required. and i still think only one should be required. all the rest are optional.
 

ForceUser said:
I'd like to see a setting that puts out two core books - a player guide filled with new feats, setting-specific prestige classes, new spells, and player information about the world, and a DM guide filled with DM information about the world, major NPCs, setting-specific monsters, tips on running the setting, and a cosmology.

That's roughly how Kalamar does it. Additionally, since Kalamar doesn't diverge from the core rules, all of the player's guide stuff is optional (the player's handbook is sufficient for rules material), so you can still play just fine with only the DM's campaign setting book.
 

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