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<blockquote data-quote="Shades of Green" data-source="post: 4202374" data-attributes="member: 3297"><p>I like having the basic rules in one book (like in Shadowrun, Traveller: New Era or Mongoose Traveller). Such a book shouldn't be too thick - around 300 pages (sometimes 200 or less) are sufficient - as it should contain only the basics. By basics I mean the chargen procedure, task resolution, combat, specialized rules (i.e. magic for fantasy, hacking for cyberpunk, starship combat for sci-fi) and a general equipment list. Addition books should be either splat-books or gear-books (used mostly in chargen, the relevant parts would later be written on the character sheet), adventures, settings and advanced design rules (mostly for modern/sci-fi with vehicles/starships). That way I have all or most of the rules I need in the course of actual play in one book - the other books are used in chargen or prep. This means less page-flipping during the game - and page flipping is BAD while running a game.</p><p></p><p>I like rules organized in a rational way. preferably with a copy of the few tables/charts added in a crib sheet at the end of the book, which I could then photocopy to prevent thumbing through the book while I GM.</p><p></p><p>I like the rules well-explained and easy to remember. Complex rules need clear examples.</p><p></p><p>An RPG book needs good and relevant art. Some players (such as my girlfriend) are visual and use the art to 'get into' the setting. Races, gear, vehicles, monsters/creatures and their likes need illustrations to help the players visualize them and to help the GM describe them.</p><p></p><p>An action, especially an attack, shouldn't require more than three rolls (this is one of the weaknesses of Shadowrun). Combat shouldn't reference too many tables, or, alternatively, the relevant information from the few tables should be copyable to the character sheet for quick reference.</p><p></p><p>Again, page-flipping during actual play = BAD. page-flipping during combat = WORSE.</p></blockquote><p></p>
[QUOTE="Shades of Green, post: 4202374, member: 3297"] I like having the basic rules in one book (like in Shadowrun, Traveller: New Era or Mongoose Traveller). Such a book shouldn't be too thick - around 300 pages (sometimes 200 or less) are sufficient - as it should contain only the basics. By basics I mean the chargen procedure, task resolution, combat, specialized rules (i.e. magic for fantasy, hacking for cyberpunk, starship combat for sci-fi) and a general equipment list. Addition books should be either splat-books or gear-books (used mostly in chargen, the relevant parts would later be written on the character sheet), adventures, settings and advanced design rules (mostly for modern/sci-fi with vehicles/starships). That way I have all or most of the rules I need in the course of actual play in one book - the other books are used in chargen or prep. This means less page-flipping during the game - and page flipping is BAD while running a game. I like rules organized in a rational way. preferably with a copy of the few tables/charts added in a crib sheet at the end of the book, which I could then photocopy to prevent thumbing through the book while I GM. I like the rules well-explained and easy to remember. Complex rules need clear examples. An RPG book needs good and relevant art. Some players (such as my girlfriend) are visual and use the art to 'get into' the setting. Races, gear, vehicles, monsters/creatures and their likes need illustrations to help the players visualize them and to help the GM describe them. An action, especially an attack, shouldn't require more than three rolls (this is one of the weaknesses of Shadowrun). Combat shouldn't reference too many tables, or, alternatively, the relevant information from the few tables should be copyable to the character sheet for quick reference. Again, page-flipping during actual play = BAD. page-flipping during combat = WORSE. [/QUOTE]
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