Player's Handbook for AoT?

Simulacrum

Mongoose
An ask here for some perhaps non-representative market feedback.

Would you (and more importantly your players because I suspect a high proportion of people here actually GM) buy a PDF that compiles the player-relevant info from Age of treason: The Iron Simulacrum core book and the forthcoming Iron Companion. It would include:

From the core book:

World Chapter
Adventurer Creation (including info on other cultures)
Skills and combat Styles (all new skills in both books)
Summary of Religion, Sorcery and Spirit Magic with the various new skills and spells, plus an AoT-tweaked version of the original Spirit Magic rules text
Cults - those such as Emperor Cult that players need rather than those such as the vampire cult that have GM secrets in

From the Iron Companion:

Artifice
Cost of Living, Money and Price Lists
Some more spells and skills, possibly a couple more cults/organisations

Plus potentially one or two easter eggs of exclusive info.

Let me know your thoughts, including what you think players should/should not have or need access to. This lot would probably amount to a fair few pages, so probably PDF @ circa $10?

IS
 
I'd certainly buy a copy that I could print out in order to introduce players to the setting. Given the current surge of interest in Legend it would be great to get this out quickly so that new players who are picking up the game for the first time become aware of the existence of the setting. Personally, I'd recommend a smaller book at a lower price that is designed to sell newcomers on the feel of the setting.
 
I'm not (yet) a AoT GM or player, but I've to say that I love the idea of the suggested player's book. For me it's much more usable than the old D&D approach of Players/GM books that ends in GM having to buy two books to start thinking in run something.

So, for me, a big yes.

Now I've to find time to purchase & read AoT main book ;)
 
I reckon my players would expect to look at my GM copy, however a reasonably priced pdf could be the trick.

Personally I wouldn't spend much time on it, and get to focusing on more meaty products. It's a great setting, a players pdf might go a long way, but I don't know if the hard copy would be such a big seller...

BTW I love AoT and can't wait for more resources to come out to support it
 
I'd be intrested in a players book for my players.
I'd buy a copy myself and print it for use round the table
 
Definitely - stuff like that is always useful.

Especially if it includes a good 'who are you' section the players from different areas can read. One of the problems I always have with people is trying to explain background to them and always liked the gloranthan 'where I come from'.

I also like fluff so anything more about how exactly the religions look and feel would be good.
 
As simply an expurgated version of the two books, I can't say I'd be interested in it. I also can't see my players paying £10 for a pdf that contains information in a book I already own and can show around.

However, if it has some more framing essays about the day in the life, sartorial styles, etc. (i.e., some value adding), then I'd be interested.
 
Stainless said:
As simply an expurgated version of the two books, I can't say I'd be interested in it. I also can't see my players paying £10 for a pdf that contains information in a book I already own and can show around.

If I'm interested enough to invest in the setting then I'd almost certainly want the full book, not a cut down version that might end up with me wanting to buy the full thing anyway.

Nor do I think it would be a particularly easy 'sell' - "Hey guys, I'd like to run this new setting, so if you could all go out and buy this $10 supplement and read it before we generate characters next week..."

A "players synopsis" of the setting - particularly of the country/region and/or religion they belong to - is always handy. It doesn't need to have detailed rules, just enough to let players know what is expected of them/what their choices are - Ideally 2-4 pages per area, and free (I wouldn't pay $10/$7 for a setting book which, if I like it will mean I then have to buy the full rulebook on top. I might download the free supplements and become intrigued enough that I will then buy the full rulebook). A (Gloranthan) example might be Heroquest Voices - Rules free, In character explanations of various cultures
 
duncan_disorderly said:
A "players synopsis" of the setting - particularly of the country/region and/or religion they belong to - is always handy. It doesn't need to have detailed rules, just enough to let players know what is expected of them/what their choices are - Ideally 2-4 pages per area

I have yet to buy Age of Treason, and am currently playing Deus Vult with my Eberron campaign on hold - so I dunno if I would buy such a book. However, if I were to play Age of Treason, I would certainly be more interested in a book like this, with a few pages on each area, organisation etc which I could then give my players to read before starting play.. But I seriously doubt I would ever get my players to buy it, unless if it was for one of them to GM his/her own game.

- Dan
 
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