Kheti sa-menik said:
If it meant we'd get a decent book ABOUT Magnamund, than I'd be willing to buy two-three books.
You would, but most buyers wouldn't. It basically boils down to audience... while Mongoose knows that most of the people buying a Lone Wolf RPG are people who are familiar with the original books, they also hope to at least draw in SOME new gamers (because, as has been proven over and over again, no matter HOW devoted a game's fans are, if there's no fresh blood, the game dies).
That being said, the initial book offers enough general details for someone unfamiliar with Lone Wolf to be able to mock up a game, whereas someone FAMILIAR with Lone Wolf (generally anyone who's read the books, though almost certainly anyone who had/has the Magnamund Companion) has their own experience and vision to add to the details in the main book.
Now, the NEXT step would be for Mongoose to come out with some sort of World of Magnamund-style book to fill in the minute details.
Kheti sa-menik said:
I am going to point to two world books here that are examples....The Forgotten Realms Campaign Setting and the Greyhawk Gazetteer.
The problem is, as printed, neither of those two books can actually be USED to run a game - D&D has always sort of put out the generic setting/rules books first, then followed with the more in-depth setting books later.
So, it goes back to the same scenario - a "starter" book with rules and general details, then an "advanced" book to fill in the blanks.
Kheti sa-menik said:
Well, you're right about that last part being part of the problem. It needn't have been another game wholly Why alter classes, rules?
Playability? The rules as Joe Dever presented them in the books were fine for single-player, story-driven games... though, in a multi-player environment, where players demand more flexibility, it's not as good.
Considering that Maganmund itself grew out of Joe's old D&D games, it's not utter heresy to bring more D20 into the rules.
As for classes... almost everyone you MEET in a Lone Wolf book comes across as either being "non-important NPC-type", who you KNOW will either be dead or gone by the end of the book, or falls quite clearly into a defined class (Kai, Crystal Star, Knights of the White Mountain, Vakeros... and so on).
I might agree that SOME of the classes chosen for inclusion in the main book aren't necessarily the ones I would have chosen (the Telchoi? Who was clamoring to play one?), but it DOES create a general spread, which the later books add to.
Kheti sa-menik said:
Why not just have made it an alternate setting? Then we'd have, you know, DETAIL about the world. But the OGL part doesn't concern me.
I hate D&D. Allow me to elaborate - I hate generic, main-book D&D. I was never able to get into Greyhawk or Dragonlance, and Eberron just looks annoying to me. But, for some reason, Forgotten Realms has always been of some interest to me.
There is something to be said for a "feel" of a game, making it more than just generic fantasy. The setting certainly helps, but those extra little "quirks" of the rules also do their part towards shaping a game. White Wolf's World of Darkness probably would not be the same game without the Storyteller System (and, in fact, now that it's more D20-fied, I find I don't enjoy it as much as I used to).
I'm not going to say the rules as presented in the main book were the best possible variation... but it's certainly better than just releasing an all-setting book, then expecting people to use the generic D&D rule-set to play it.
Kheti sa-menik said:
I read the game part...it isn't bad stuff, just not something I'd play....the classes are too specific, the combat rules too simplistic.
Probably so as not to discourage new players... new players tend to LIKE stricter classes - that way, they make fewer mistakes while learning the game. Also, if the combat gets TOO complex, it means fewer people will ever be willing to learn the game. To this day, I consider TimeLords (BTRC) to be one of the better RPGs ever made - but NO ONE ever wants to play it, due to the torturously complex rule system (if you have to use a scientific calculator in a game, there's a problem).
Kheti sa-menik said:
But that aside, my main beef is the level of detail given to the world. If a whole book is what it takes to do justice to the setting, then a whole book is what's needed.
I agree that an entire setting book should be done - I'll do you one better, I think there should be two separate books, one for Northern Magnamund, and one for Southern Magnamund. I think most people here agree that a more in-depth setting book needs to be released.
I think where the disagreement comes is in whether that setting book needs to be the first released. Much like White Wolf (yes, I played for 10+ years, it colors my thinking) would put out a general rulebook, then follow with the more specific splatbooks to add detail, I think the more generalized rulebook was the right way to go with Lone Wolf.
Kheti sa-menik said:
If it would have taken a whole separate book the size of either the GH or the FR books, then that's what it would have taken.
Let's look at it another way.
Let's say Mongoose puts out the rulebook, but doesn't include the Gazetteer. They then keep that extra out, and put it out in one or two setting books, which follow the initial release.
This would be quite nice... but it also leaves the first book fairly useless to anyone who's never actually played Lone Wolf before. For that matter, most people who've played but don't have the Magnamund Companion are going to have trouble as well.
Telling a gamer that they need multiple books before they can even START playing, especially when the game in question is something of a niche setting, and you've pretty much demolished any hope of getting new gamers to play. The way they did things, if nothing else, opens the door to new gamers to say, hmm, I kind of like this.
The short blurbs given on each kingdom are sparce, true, but anyone who's played fantasy RPG in the past can probably fill in the missing details themselves. Will THEIR Magnamund be the same as everyone else's? Probably not - not even the same as Joe Dever's. But if they're having fun, who cares? Why does their game have to conform to any particular standard?
If more in-depth info is released later, a GM could easily use that as well... but if I decide that the Tianese people are all clearly of "Germanic tribal"-type stock, are the RPG police going to come and arrest me?
So yes, I wholeheartedly support the idea of asking (begging, pleading, demanding, etc) a more in-depth setting book (or two). But I don't think the LACK of that initially ruins the game beyond repair.