On Thu, 7 Sep 2000, Doug Meerschaert wrote:
> >From: John Kim <[EMAIL PROTECTED]>
> > In short, the plan of using the D&D Players Handbook (which is
> > mostly classs, equipment, and spell lists) as the core rulebook for
> > other genre games is a little bizarre to me.
>
> 1: It's a popular enough game it's worth the $20 to be able to game with
> everyone else.
>
> 2: In an espionage game, I'd only toss out the sections on nonhuman races,
> magic, and magic using classes. I'd have to write up new equipment, new
> examples, and some new skills / feats--but a good portion of the book
> wouldn't vanish.
Um, only?!? Let me see here. The Player's Handbook is 304
pages. This includes:
- 16 page appendix on monsters/magic items/dungeons
- 128 pages of spell system (Ch10-11)
- 20 pages of equipment (Ch7)
- 33 pages of fantasy-only classes (most of Ch3)
- 9 pages of fantasy-only races (most of Ch2)
OK, so at the very least a really big chunk is taken out.
But how much of the rest is really applicable to modern espionage?
Well, 22 of the Feats described are magic-based, as are 8 of the
skills. 2 pages in the combat section deal solely with turning
undead. In short, I stand by my assertion that $20 is a lot to
pay for what the Players Handbook gives me for a modern espionage
game.
As for popularity: if I wanted to do what was popular,
I would be hanging out in sports bars and drinking beer.
- John
-------------
For more information, please link to www.opengamingfoundation.org