What TTRPG Is Perfect and Complete In One Volume?


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The Dragon Age Roleplaying Game Core Rulebook. That's mostly because it combines the original box sets' 3 Player and 3 Game Master guides into 1 book. I have some issues with that edition of the AGE rules, but that doesn't detract from the completeness of the book. It contains very thorough character creation rules, a bestiary (adversaries), 3 decent length adventures, an almanac-like chapter, rules for Player realms and organizations and 5 chapters dedicated to Game Mastering.
I second this - although we can have criticism to the game system, it's all easily fixable, based on the new FAGE rules. I would also point out this game is great to teaching RPGs as a Hobby and even to introducing people to DMing.
 

Dragonbane Starter Set: even if it was the core book, it would be nearly perfect. It's major weakness is organization of the books.

Blades in the Dark: it has a news update, but you could run the original with just that book alone.

Fantasy AGE 2e Corebook: it helps that it is something of an accumulation of lessons learned from Dragon Age Roleplaying Game, Fantasy AGE 1e, Modern AGE, Blue Rose AGE, and other supplements.

Worlds/Stars Without Number: You have the book. You get rules and alternate rules. You get setting. You get rules and advice for making your own setting and running the game. You don't need any supplements for the game.

Numenera 1e Core Rulebook: Although it has a lot of splatbooks for player options and setting material, the core rulebook has everything that you need to run games in the Ninth World. The second edition splits the game into two books, which is why I don't mention that one.

Honorable Mentions

Fabula Ultima:
By the criteria, I think that it really helps to run the starter adventure Press Start, which is not included. But it's also not generally a system that uses pre-written adventures. Press Start is more of a rules tutorial. I also think that it could use a larger bestiary, even if it includes rules for creating your own enemies.

Stonetop: It doesn't qualify since it will be released as two volumes, since the first book are focused on the rules and the second on the setting but that is all you could need for running the game.
 
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Like someone mentioned upthread perfection might be an impossible ask from anything humanmade. That said I think most games released in one volume works just fine in one volume. Especially in the OSR/NSR sphere I feel this is true since a lot of these are written without any plans for future supplements.

I agree with everyone saying Shadowdark (don't think it needs an adventure in the core rules). Also Black Sword Hack, Into the Odd, Necronautilus, GOZR, Knave and Syma work just fine with just the core book. I would even say that Old School Essentials work just fine with just the Rules Tome.
 



I'd also say the RC.

It has a lot of options. You don't have to use the Master level stuff if you don't want.

Almost NONE of the other RPG books listed go up higher than level 20, and some of them less. If you want to keep your game in those level ranges, the RC does perfectly fine. NONE of the others really give you the options to go as high or progress as far as the RC, so to me, those complaining that it goes to level 36 when the others listed don't even come close, doesn't really hold water.

The RC covers far more than just character and monsters advancement, or even just treasure. It has rules for domains, mass combat, construction of strongholds and far more than just about any other RPG out there, complete in one volume or not.

The RC is about the perfect one volume RPG ever made.
 


As stated upthread, the one thing I think it needs to be perfect is a robust adventure. If they did a reprint with Scarlet Minotaur in the book,it would indeed be perfect.
For me, it would quality as being perfect in 1 volume as is. The single book provides enough guidance on how to play between the example of play and the random generator tables that you could just jump right into the game, randomly generating your game as you go along. The 2 page section on Shadowdark dungeons and how to randomly generate them is pretty awesome, IMO it removes the need to have an example dungeon adventure included.
 

For me, it would quality as being perfect in 1 volume as is. The single book provides enough guidance on how to play between the example of play and the random generator tables that you could just jump right into the game, randomly generating your game as you go along. The 2 page section on Shadowdark dungeons and how to randomly generate them is pretty awesome, IMO it removes the need to have an example dungeon adventure included.
Not if you consider it from the perspective of someone new to gaming.
 

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