Sir Whiskers
First Post
Having seen a number of "Player's" guides come out, including a couple recent ones (Gamma World and Wilderlands), I have to ask: what are they for? I'm not being sarcastic and I don't mean to sound rude, but I just can't figure what use they are.
Note: PG (Player's Guide)
GG (Gamemaster's Guide)
Some possibilities:
1. The GM is intended to get the "Gamemaster's" guide and other supplements (which always seem to come out after the PG), while his/her players should get the PG. The problem is why would I, as a player, get the PG before I know my GM is actually going to run a campaign using it? Also, since every campaign is different, how much info in the PG would be wrong (at least for my GM's campaign)? Besides, how many players actually go out and buy stuff for their GM's campaign?
2. The GM is supposed to buy the "Player's" guide, which has information on the campaign/rules system/whatever which won't be in the "Gamemaster's" guide. Call me simple, but if the info is intended for the GM, it should be in the GG, not the PG.
3. Perhaps the intent is to separate out some rules, so that the GM can hand his players one book without having to say "Rules for creating characters are in chapters one to three, but don't you dare look in chapter six!". But if that's so, why do PG's cover so much extra material, which seems more oriented to a specific campaign (names and descriptions of major locations, history, timelines, pantheons, etc)? That info may or may not be correct for any given campaign. So instead of telling my players not to read certain sections because I don't want to give away secrets, I have to tell them to ignore certain sections because they don't apply - doesn't seem like much of an improvement to me.
Since these things seem to sell well, I assume they have some value to consumers, but I just can't figure it out. It almost feels like the purpose of a PG is get people excited about a product line, so GM's will buy the other items.
Comments?
Note: PG (Player's Guide)
GG (Gamemaster's Guide)
Some possibilities:
1. The GM is intended to get the "Gamemaster's" guide and other supplements (which always seem to come out after the PG), while his/her players should get the PG. The problem is why would I, as a player, get the PG before I know my GM is actually going to run a campaign using it? Also, since every campaign is different, how much info in the PG would be wrong (at least for my GM's campaign)? Besides, how many players actually go out and buy stuff for their GM's campaign?
2. The GM is supposed to buy the "Player's" guide, which has information on the campaign/rules system/whatever which won't be in the "Gamemaster's" guide. Call me simple, but if the info is intended for the GM, it should be in the GG, not the PG.
3. Perhaps the intent is to separate out some rules, so that the GM can hand his players one book without having to say "Rules for creating characters are in chapters one to three, but don't you dare look in chapter six!". But if that's so, why do PG's cover so much extra material, which seems more oriented to a specific campaign (names and descriptions of major locations, history, timelines, pantheons, etc)? That info may or may not be correct for any given campaign. So instead of telling my players not to read certain sections because I don't want to give away secrets, I have to tell them to ignore certain sections because they don't apply - doesn't seem like much of an improvement to me.
Since these things seem to sell well, I assume they have some value to consumers, but I just can't figure it out. It almost feels like the purpose of a PG is get people excited about a product line, so GM's will buy the other items.
Comments?
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