Quest for the "perfect" all-in-one game

I don't know about the rest but this is truly not a complete book. There are no monsters nor even rules for how to make monsters. There are no magic items nor any rules for how to make magic items. AU/AE presumes you have a 3.0 DMG.

I don't have Arcana Unearthed, so perhaps that's what you are referring to. However, my Arcana Evolved has monsters, item creation feats, and a setting primer all in one book.

It was billed as a variant Player's Handbook, so yes, the DMG was recommended. Don't know that I'd call it essential, however, and I could get by without it if I had to do so.
 

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I think a lot of people missed the definition of an all-in-one game in the OP. The OP isn't looking for a universal system that can be used for all genres, but for a game in which a single book encompasses everything needed to play the game (i.e. there is not a separate book the GM needs to run the game). Of course, how perfect a game is depends on the GM and players.

In addition to books already mentioned, here are some other "all-in-one" games:

The FATE system books (Spirit of the Century, Starblazer Adventures, Legends of Anglerre, Dresden Files) should fit the bill, as the main rulebook for each has all of the rules for both the player and the DM.

Fading Suns - Although there are numerous supplements that are helpful, the game can be run just fine with only the Core Rulebook.

Big Eyes, Small Mouth - Again, the core rulebook contains everything needed to play.
 

Didn't read the whole thread, so I will either add or +1 to Jaws of the Six Serpents, which has a nice Sword and Sorcery setting and a great Prose Descriptive Qualities system. The writing somehow reminds me of the Fighting Fantasy gamebooks of old. Highly recommended. I can't believe how much they put in this little book that is gold.
 

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