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Post by Finarvyn on Sept 24, 2007 23:15:16 GMT -5
If a 2E version of ADRP is being written, why not organize everything into two seperate rulebooks: 1. Player's Book 2. GM's Book
The Player's Book would include the information that a player would need, but omit information that should be kept hidden from a player. It would have a section explaining the attributes, powers (basic but not advanced), and give a "player's guide to the Amberverse" which would list off important places and people that everyone ought to know about.
The GM's Book would detail the advanced (and exalted) versions of each power, would give examples of running diceless combat, would have the various versions of the Elders, might include sample monsters, would have sample scenarios and ideas for campaigns, and so on.
Two advantages of such a division of books immediately come to mind: 1. Players could buy a cheaper version of the rules because they would only have need-to-know information. 2. Secret information could be kept out of the hands of the players.
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Post by serendipity on Sept 25, 2007 9:55:36 GMT -5
I absolutely approve of the idea of keeping secrets from the players. That is doubly true for a setting like Amber in which intrigue is the word of the day. I suspect, however, that my approval will not affect the publication of ADRP in any way whatsoever. Any idea who is responsible for it?
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Dilvish
Low Rank in Amber
The damned
Posts: 76
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Post by Dilvish on Sept 26, 2007 13:57:30 GMT -5
It would be nice to have player information in a different book from gamemaster information. I would buy it that way.
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Post by nihilisticmind on Sept 26, 2007 22:34:06 GMT -5
I'm personally not a big fan of games that split Player's Book and GM Book.
Often times I find that there's too much or not enough information in the player's handbook. What type of secrets would you like to see in the GM book for ADRP that players wouldn't get to see? Aside from NPC stats of course.
Oh, and why not include advanced powers in the player handbook? Would those be off limits for players? Perhaps during character creation... but still... It'd be nice not to loan the GM book to a player just cause they got enough points to buy advanced pattern. Besides, how would the players know what to strive for and what to purchase next with their accumulated experience points?
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Post by Finarvyn on Sept 27, 2007 13:44:52 GMT -5
I guess my general thought was that ADRP and SK make up two books and I would want to see all of that material included in a second edition. This either means one really thick volume or two specialized volumes, which is where I thought dividing up into players and GM's books would be the way to go. Maybe there's another way to deal with the page count that's better and I just haven't thought of it yet? Oh, and why not include advanced powers in the player handbook? Would those be off limits for players? Perhaps during character creation... but still... It'd be nice not to loan the GM book to a player just cause they got enough points to buy advanced pattern. Besides, how would the players know what to strive for and what to purchase next with their accumulated experience points? You raise some good points. What I was thinking is mostly that: (1) there would already be a decent amount of information in the player's book, and (2) although Basic powers are pretty standard from game to game, I was thinking that when you get to Advanced and Exalted powers there is more variation from GM to GM as to how things work. In that case, put 'em in the GM book as suggestions and options for progression above the Basic level.
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Post by xenomancer on Nov 9, 2009 23:16:49 GMT -5
The group I'm in would not be put off by two or even three books. Ultimately the cost and publishing logistics will determine things a bit, but players are eager.
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