howandwhy99
Adventurer
The Rules
Include ALL of them, shoot for 1-3 pages in length with full on technical description of the rules. Write these as accurately and tersely as possible, while still being comprehensive in the sentence structure.
The Rules Extrapolated
This gives paragraphs of explanation for each rule in order to give a better understanding of why each rule exists. What are the common cases of the rules in play? What are occasional corner cases of the rules in play? Shoot for about 20 pages in length total, but describe each as is necessary. Highlight the reprinted rules (from The Rules) before each extrapolation. Remember, these are for the DM and Players, but not the guidelines for code creation in the Referee's Guidebook.
Making a Character
This isn't a mechanics description, but assistance on coming up with a creative character. Examples of interesting and diverse character elements inherent in the rules. This means personality, backgrounds, motivations, etc. The "interface mechanics" are by the individual DM to provide during new campaign and new character creation. Include token item representation creation and picture creation as well.
Character Logs
These are examples and a clearer definition of what is a character log and why keeping a character log is part of the game. "This is your lightsaber; as you play the game you may continually improve your creation of this log in an idiosyncratic manner to your PC and you." Included in this section is the option of a Character Journal: a first person point of view description, a diary if desired, of their life in the game world. This can be retellings of their actions, maps, information heard about second hand, actions of others they saw, and any other personalization they wish to give it. This item's counterpart exists in the game world.
Playing the Game
This is not how to play a role playing game, this section is entirely suggestions from other players on how to play in one. For example, "Don't split the party", how do you divide party treasure, what happens when you want to go it alone, how to set up private communications with the referee, and so on. A great deal of advice is already in the community at large on improving play and accomplishing what one wants to when playing an RPG. This section gives specifics while outlining different schools of thought on what one can get from play.
Adding New Material
This section is about how to provide your referee with material to include in the game world and how to seek it out when it is ready. Much material can be provided from the character background point of view. However, published setting material should also be addressed. Also central is published adventure modules to be converted by the referee, but having been suggested and possibly read by the players. This section can contain some suggestions to stir the players imaginations as to what kind of adventures may await as well as setting suggestions (though less than what is in the DMG).
Determining Your Table Rules
In general each group's table rules will be different, but common elements to include will have examples listed here. Suggested steps for creating these prior to campaign play are provided. So to are suggestions for including new players to the group mid-campaign. Also, explain again the difference between table rules and negotiated contracts during play by the Players when playing the game.
The book itself is a puzzle game.
The pictures, illustrations, examples, even the physical aspect of the book will be part of a solo game playable by the reader to puzzle out secret codes and meanings hidden in the work itself. Some of this may be as common as interrelated PCs, items, histories, and more sharing a common interlocked core. Other elements may be in actual symbolic code, pictographs, and elements in the pictures themselves. To get the reader started this section includes a list of many of these secrets with a few starter hints. The difficulty should range from very easy for grade school kids to the very difficult for accomplished adults.
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The DMG / Referee's Guidebook would be considerably longer, but include a reprint of the rules. It would also, like a joke book or riddle book, be labelled as including SPOILERS for any players of the game. That said, it would not contain one single definitive guideline for any one particular campaign or referee, though some would be more common than others.
Include ALL of them, shoot for 1-3 pages in length with full on technical description of the rules. Write these as accurately and tersely as possible, while still being comprehensive in the sentence structure.
The Rules Extrapolated
This gives paragraphs of explanation for each rule in order to give a better understanding of why each rule exists. What are the common cases of the rules in play? What are occasional corner cases of the rules in play? Shoot for about 20 pages in length total, but describe each as is necessary. Highlight the reprinted rules (from The Rules) before each extrapolation. Remember, these are for the DM and Players, but not the guidelines for code creation in the Referee's Guidebook.
Making a Character
This isn't a mechanics description, but assistance on coming up with a creative character. Examples of interesting and diverse character elements inherent in the rules. This means personality, backgrounds, motivations, etc. The "interface mechanics" are by the individual DM to provide during new campaign and new character creation. Include token item representation creation and picture creation as well.
Character Logs
These are examples and a clearer definition of what is a character log and why keeping a character log is part of the game. "This is your lightsaber; as you play the game you may continually improve your creation of this log in an idiosyncratic manner to your PC and you." Included in this section is the option of a Character Journal: a first person point of view description, a diary if desired, of their life in the game world. This can be retellings of their actions, maps, information heard about second hand, actions of others they saw, and any other personalization they wish to give it. This item's counterpart exists in the game world.
Playing the Game
This is not how to play a role playing game, this section is entirely suggestions from other players on how to play in one. For example, "Don't split the party", how do you divide party treasure, what happens when you want to go it alone, how to set up private communications with the referee, and so on. A great deal of advice is already in the community at large on improving play and accomplishing what one wants to when playing an RPG. This section gives specifics while outlining different schools of thought on what one can get from play.
Adding New Material
This section is about how to provide your referee with material to include in the game world and how to seek it out when it is ready. Much material can be provided from the character background point of view. However, published setting material should also be addressed. Also central is published adventure modules to be converted by the referee, but having been suggested and possibly read by the players. This section can contain some suggestions to stir the players imaginations as to what kind of adventures may await as well as setting suggestions (though less than what is in the DMG).
Determining Your Table Rules
In general each group's table rules will be different, but common elements to include will have examples listed here. Suggested steps for creating these prior to campaign play are provided. So to are suggestions for including new players to the group mid-campaign. Also, explain again the difference between table rules and negotiated contracts during play by the Players when playing the game.
The book itself is a puzzle game.
The pictures, illustrations, examples, even the physical aspect of the book will be part of a solo game playable by the reader to puzzle out secret codes and meanings hidden in the work itself. Some of this may be as common as interrelated PCs, items, histories, and more sharing a common interlocked core. Other elements may be in actual symbolic code, pictographs, and elements in the pictures themselves. To get the reader started this section includes a list of many of these secrets with a few starter hints. The difficulty should range from very easy for grade school kids to the very difficult for accomplished adults.
---
The DMG / Referee's Guidebook would be considerably longer, but include a reprint of the rules. It would also, like a joke book or riddle book, be labelled as including SPOILERS for any players of the game. That said, it would not contain one single definitive guideline for any one particular campaign or referee, though some would be more common than others.