• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Rethinking the Core Books

Part of the reason that AD&D was released as three books originally was that: A. They needed to release it in stages--to get the money from sales of the MM sooner rather than later. B. The binding at the time would have made prohibitively expensive a single book that could withstand typical gamer user.

Not saying that the three book model doesn't have its good points, and that it wouldn't have been a highly considered choice if those limitations had not existed. After all, we know from history that the model worked to some degree. However, it probably wasn't necessarily some keen insight in the inner dynamics of that presentation appealing to gamers that led TSR to look into it in the first place, but practical necessity forcing them to explore options for getting out a lot of material while making sales.
 

log in or register to remove this ad

My only opinion on this is that I want books that aren't so freaking huge. I'd love it if the general rules were in a separate volume or at least not along the lines of the Pathfinder Core rulebook. I love the game but hate that big freaking book!
 

After 3E came out, I noticed what a huge chunk of the Player's Handbook was the encyclopedic list of spells and how much of the DM's Guide was the similarly long list of magic items. Moving those into a "core" Tome of Magic would make sense to me.

Then you could probably fit the rules themselves, from the Player's Handbook and the DM's Guide, into one book.

I wouldn't mind seeing the Monster Manual include sample lairs, either.
 

Not everything in one book. As a DM I wouldn't mind it, but I want players who are interested only in playing not to have access to DM stuff and monsters. Also it makes the game cheaper for them.

A family-friendly introductory box will be all-inclusive, but nothing says that it must have only one booklet... it could have one for everyone + one for the DM's only.

I think such box could also be limited to the first X levels, and maybe have a third booklet with basic information on one chosen campaign setting, to give more flavor than regular core books hook the casual gamers up.
 

What of two books instead? Just a few monsters in the DMG to get people started, and a Player's Handbook. Monster Manuals then become optional splats.

Which DMs would buy anyways.

Because we like having lots and lots of monsters to try and kill the players with.
 

Into the Woods

Remove ads

Top