I mentioned a couple of posts ago that I don't particularly want to see the new edition of D&D be set up with the traditional three-book model (PHB, DMG, MM), and the resulting 1,000 page monstrosity of a ruleset. Over on ENWorld, I've been advocating quite strongly for a one-book model - the game being presented as a single 250-ish page Core Rulebook. My argument is that if the game is so complex it cannot be presented in that space, with a decent set of options no less, then it is simply too complex, and should be simplified.
However, it's worth nothing that that is actually not my ideal presentation of an RPG. It's just that the format I would prefer is... radical.
The starting point for my preferred format is the new(ish) D&D "Red Box" - the starter set for the "Essentials" version of D&D. Great box, but in truth not a great (or even very good) product.
So, take your Red Box in hand. Now, open it up and tip out all the contents - the tokens, the battlemat, the dice, the booklets, and even that cardboard insert that exists to make it seem like the box has more in it than it actually does. With the sole exception of the dice, you can now get rid of those contents; we won't need them again.
Now...
The goal is this: it should be possible to fit everything you need for an entire campaign into the box. Rulebooks, dice, character sheets, the lot. And no, you can't put an internet-capable device in there and put the whole thing online!
Bluntly, RPGs took a wrong turn when they moved from boxed sets (waaay back in the old days) to hardback books, and those books have been growing progressively larger and more ornate ever since, bloating the games up beyond all reason. Conceptually, these are simple games - you declare what you want to do, you roll dice according to some simple rules, and get the result. Amazing how we've managed to mess that up.
So, what goes into the box?
First up, drop in the character sheets, the dice, and a pencil. That's the practical stuff out of the way.
Now, present the rules in the form of five (optionally, six) slim booklets, as follows:
- Rulebook: Presents the core mechanics for the game, followed by the rules for the "three pillars" - combat, exploration, interaction. (Since I'm writing primarily for a skilled audience, there's nothing much on adventure and campaign design here; if this were a real game, this would also have to go here.)
- Characters: Presents the rules for creating characters at the start of each tier of play, and presents each of the elements of a character (ability scores, races, classes, skills, and feats). In particular, this booklet does not present spells or equipment.
- The Armoury: Presents the equipment for the game, treasure items, magic items, and the rules for artifice. Basically, everything related to those wonderful toys.
- The Grimoire: Presents the spells, ritual magic, metamagic, rules for researching the same, and all rules associated with spellcasting.
- The Bestiary: A collection of creatures malevolent and benign.
- Setting (optional): A booklet outlining the default setting for the game.
Obviously, fitting all of that into a single box is a pretty damn tall order, especially since the game would need to be outlined up to at least 15th level in those booklets. But then, I didn't say it would be easy!
It's also worth noting that I specified that the box should include everything you need for play for those months. Obviously, people who want more should be able to add more to the game, and in particular there is considerable scope for adding miniatures and terrain, or electronic tools to help organise the game.