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General Tabletop Discussion
*Pathfinder & Starfinder
Just what KINDS of modular things?
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<blockquote data-quote="Jack7" data-source="post: 5789404" data-attributes="member: 54707"><p>These aren't the kinds of things I think of as being modular. Though I think that some of these things could provide either variation modular components, or could presented in such a way as to allow wide variation is actual execution and expression.</p><p></p><p>I'd like to see some very, very simple basic books, that are the "Core of the Game." With simple rules and mechanics, including for things like Races, Classes, etc.</p><p></p><p>Then modular component add-ons for things like these (though not limited to these things, nor do they have to follow any order or arrangement like I suggest):</p><p></p><p><strong>Wargaming Module</strong> - for wargaming and large scale combats</p><p><strong>Lone Gaming Module</strong> - for single person or very small team adventuring</p><p><strong>Rule Book</strong> (for thsoe who like complex rule systems - I do not but others do - or for those who like Game Designers to write all of their rules for them - I do not but others do)</p><p><strong>Social/Kingmaking Module</strong> - for developing political and social and cultural systems and how to advance in them and profit from them.</p><p><strong>Treasure Module</strong> - including all kinds of mundane and magical and miraculous treasure</p><p><strong>Magic and Miracles Module</strong> - that would address both magic and miracles</p><p><strong>Myth Module </strong></p><p><strong>Adventuring Module</strong></p><p><strong>Role Playing Module</strong></p><p><strong>Combat Module</strong></p><p>etc...</p><p></p><p>All of these modules would not be like previous book releases that consisted primarily of items, and listings, and rules, (though they could include sections on those things) but would be actual modules of <strong><em>systems</em></strong> and <em><strong>ideas and concepts and designs</strong></em> (suggestions for the way things might actually work) that the DMs and players can use to construct their own version of the game.</p><p></p><p>If you wanted to play a cross-over game with strangers, or a simple one-shot, you'd use the simple Core Game that everyone would know. </p><p></p><p>If you wanted to create your <em>own milieu, your own world, and/or your own particular variant</em> of D&D you'd plug in whatever modules you and your players would like using whatever systems you chose within those modules.</p></blockquote><p></p>
[QUOTE="Jack7, post: 5789404, member: 54707"] These aren't the kinds of things I think of as being modular. Though I think that some of these things could provide either variation modular components, or could presented in such a way as to allow wide variation is actual execution and expression. I'd like to see some very, very simple basic books, that are the "Core of the Game." With simple rules and mechanics, including for things like Races, Classes, etc. Then modular component add-ons for things like these (though not limited to these things, nor do they have to follow any order or arrangement like I suggest): [B]Wargaming Module[/B] - for wargaming and large scale combats [B]Lone Gaming Module[/B] - for single person or very small team adventuring [B]Rule Book[/B] (for thsoe who like complex rule systems - I do not but others do - or for those who like Game Designers to write all of their rules for them - I do not but others do) [B]Social/Kingmaking Module[/B] - for developing political and social and cultural systems and how to advance in them and profit from them. [B]Treasure Module[/B] - including all kinds of mundane and magical and miraculous treasure [B]Magic and Miracles Module[/B] - that would address both magic and miracles [B]Myth Module [/B] [B]Adventuring Module Role Playing Module Combat Module[/B] etc... All of these modules would not be like previous book releases that consisted primarily of items, and listings, and rules, (though they could include sections on those things) but would be actual modules of [B][I]systems[/I][/B] and [I][B]ideas and concepts and designs[/B][/I] (suggestions for the way things might actually work) that the DMs and players can use to construct their own version of the game. If you wanted to play a cross-over game with strangers, or a simple one-shot, you'd use the simple Core Game that everyone would know. If you wanted to create your [I]own milieu, your own world, and/or your own particular variant[/I] of D&D you'd plug in whatever modules you and your players would like using whatever systems you chose within those modules. [/QUOTE]
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General Tabletop Discussion
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Just what KINDS of modular things?
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