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General Tabletop Discussion
*TTRPGs General
Should a TTRPG have a singular Core Rulebook or more?
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<blockquote data-quote="Celebrim" data-source="post: 9275854" data-attributes="member: 4937"><p>I mean technically, sure. Technically I ran a 10-year-old 3e D&D campaign using no more than the Player's Handbook and the SRD, but I also ended up writing 800 pages of house rules and another 800 pages of setting and adventure information over the course of those 10 years. Plus I ended up importing things like the 'Hot Pursuit' rules and a lot of bits and pieces of other third-party books like Green Ronin's "Shaman Handbook", so was I really playing with just a single book? And to the extent that I had to do that because the official 3e books were mostly junk and filler especially in the 3.5 era makes me more than a little bit miffed. But sure, I can make up prices for everything in a setting and rules smith all the stuff that the rules leave out and come up with all my own adventures and setting it is questionable whether this is still meeting the definition of "fits in a single book".</p><p></p><p>As for Savage Worlds, I haven't played it personally but it feels to me from what I've looked at and the reputation it has like it's probably the best rules medium and probably the best universal system ever published, but the extensive array of GURPS like setting booklets and genre toolkits suggest to me that the idea that Savage Worlds should be just a single book is not an opinion that is widely shared and further that people playing with the single book are probably putting in an equivalent amount of work creating their own homebrew setting guides and toolkits. </p><p></p><p>Or to put it another way, just because you can run a game without chase rules (SW has them core so yay SW for having some foresight) by winging it or without crafting rules by winging it or without mass combat rules by winging it or without even so much as a price list for common PC purchases by winging it (Google for the win!) doesn't mean you should be doing so or that the system wouldn't be improved by providing quality takes on what is missing from it. And, looking into SW's toolkits, they each form something like my hierarchy of needs specific to whatever genre that they are providing for - Sci-Fi for example offers generic toolkits for GMs, gear, bestiaries, plus setting books and adventures.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 9275854, member: 4937"] I mean technically, sure. Technically I ran a 10-year-old 3e D&D campaign using no more than the Player's Handbook and the SRD, but I also ended up writing 800 pages of house rules and another 800 pages of setting and adventure information over the course of those 10 years. Plus I ended up importing things like the 'Hot Pursuit' rules and a lot of bits and pieces of other third-party books like Green Ronin's "Shaman Handbook", so was I really playing with just a single book? And to the extent that I had to do that because the official 3e books were mostly junk and filler especially in the 3.5 era makes me more than a little bit miffed. But sure, I can make up prices for everything in a setting and rules smith all the stuff that the rules leave out and come up with all my own adventures and setting it is questionable whether this is still meeting the definition of "fits in a single book". As for Savage Worlds, I haven't played it personally but it feels to me from what I've looked at and the reputation it has like it's probably the best rules medium and probably the best universal system ever published, but the extensive array of GURPS like setting booklets and genre toolkits suggest to me that the idea that Savage Worlds should be just a single book is not an opinion that is widely shared and further that people playing with the single book are probably putting in an equivalent amount of work creating their own homebrew setting guides and toolkits. Or to put it another way, just because you can run a game without chase rules (SW has them core so yay SW for having some foresight) by winging it or without crafting rules by winging it or without mass combat rules by winging it or without even so much as a price list for common PC purchases by winging it (Google for the win!) doesn't mean you should be doing so or that the system wouldn't be improved by providing quality takes on what is missing from it. And, looking into SW's toolkits, they each form something like my hierarchy of needs specific to whatever genre that they are providing for - Sci-Fi for example offers generic toolkits for GMs, gear, bestiaries, plus setting books and adventures. [/QUOTE]
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