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What's the Single Best RPG Book, you can think of?

Started by Jam The MF, July 29, 2021, 09:01:26 PM

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tenbones

Currently for me, it's the Savage Worlds Adventurer's Edition (SWADE).

But in different times of my life - I would have chosen:

D&D Rules Cyclopedia
Talislanta 4e (Big Blue)

For the notable reasons I could run almost any kind of fantasy game I could imagine from those tomes with nothing else. The same holds true for SWADE, but I would extend it to many other genres.

Starglyte

D&D Rules Cyclopedia. Everything that is needed to run a game plus extras.

David Johansen

Well, it'd have to be pretty comprehensive, a book that requires supplements can't be "best."  Unless, of course, you're in the business of selling supplements.  The game would have to be playable and fun and the setting compelling.  The art would have to be evocative and fitting to the game.  I'd argue that there's bests that hit one base better than a general best.  T5 is comprehensive but it's not playable or fun.  There are some fantastic art books out there these days, I suspect something Warhammer would be in the running for that but there's no shortage of contenders.

I lean towards Warhammer Fantasy Roleplay first edition as the very best single volume rpg book.  My nostalgia glasses say The Traveller Book but it doesn't cover vehicle combat so it's not comprehensive.  Rolemaster Fantasy Roleplay is pretty solid but artistically it doesn't measure up to WFRP.
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Pat

Quote from: David Johansen on July 30, 2021, 09:35:04 AM
Well, it'd have to be pretty comprehensive, a book that requires supplements can't be "best."  Unless, of course, you're in the business of selling supplements.
That seems to be a common sentiment in this thread, but it makes no sense to me. It's like saying that Empire Strikes Back can't be the best Star Wars movie, because you need to see Star Wars first. Obviously, you can't play a supplement without the game, but there's nothing stopping a supplement from being better than the game its based on.


Bedrockbrendan

In terms of functionality and not needing much else, the D&D rules cyclopedia, even though it wasn't one I ran, is a book that stands out in my memory. There are books I personally like better for subjective reasons, but being in campaigns as a player that used this book, it is the one I would pick if I could just have one RPG book on a desert island

Bedrockbrendan

Quote from: Pat on July 30, 2021, 10:08:43 AM
Quote from: David Johansen on July 30, 2021, 09:35:04 AM
Well, it'd have to be pretty comprehensive, a book that requires supplements can't be "best."  Unless, of course, you're in the business of selling supplements.
That seems to be a common sentiment in this thread, but it makes no sense to me. It's like saying that Empire Strikes Back can't be the best Star Wars movie, because you need to see Star Wars first. Obviously, you can't play a supplement without the game, but there's nothing stopping a supplement from being better than the game its based on.

I agree with you on this. The best RPG book could in fact be an adventure or supplement I think. I've played plenty of games with so-so core books that had outstanding supplementary material.

Steven Mitchell

My real answer is D&D Rules Cyclopedia for the reasons given by others above.  Stuck on a deserted Island with food and gamers, that's the book I want.

However, I'd be hard-pressed to argue against a case for AD&D 1E DMG if we assume other books support it.  I also think you could make a really good case for Rune Quest 2 on minimal page count delivering a lot of options and value.  In another context, the Hero System 4E "Big Blue Book" would also qualify.   

Yeti Spaghetti

Quote from: HappyDaze on July 30, 2021, 01:47:51 AM
Quote from: Yeti Spaghetti on July 30, 2021, 01:15:19 AM
Pretty much anything AD&D 1e, especially the Monster Manuals. The amount of art in the books and the classical style has just never been rivaled.
I wouldn't call any of those the best since none of them are a complete game in one book. For me, any "single best RPG book" would have to include everything you need to play the (core) of the game.

A book doesn't have to be useful to be "the best." So, if I could only pick one, it would be the 1e Monster Manual.

JeffB

Not too often do I find "all in one" game books satisfying, they usually lack in the gameplay and have great fictional material or vice versa, but there is one that did both really well for me:

Mercenaries Spies & Private Eyes- All the rules you need, and a great read for inspiration and guidance in running it (or other similar games). It's got some great artwork too (talking original FBI/Blade version).

13th Age wins second place.

For pure D&D utility at the table adventure material I have a very odd choice as it's for the edition I hate the most and a campaign setting that does absolutely nothing for me. That choice is Secrets of Xen'Drik. I am not a fan of Eberron proper, but I absolutely love this book. I have completely swiped it for my own settings and replaced some areas in existing settings (like Chult in FR) with it. Love the History of the continent and it's denizens (the Drow/Giants switcheroo is excellent), love the "explore the dark continent" feel, the magical warped weirdness of the land, and that its nice toolkit for a minimal prep  or improv game- grab an adventure location, make some rolls on the tables for random ideas and plots, scribble some rudimentary OD&D/C&C/13th Age/DW stats (or sticky notes on proper pages) and off I go. It's one of only two 3.5 books I kept when I sold off my massive collection years ago (The other is Lost Empires of Faerun).


KingCheops

Single Book:  Earthdawn 1st Edition

Multiple Book Ruleset:  Earthdawn Classic Edition Gamemaster's and Player's

Eric Diaz

#25
Great content per page: Moldvay's basic.

Great content per book: Rules Cyclopedia. That's probably the answer to the OP.

Best DMG, PHB and MM: 1e, 5e, and 2e. I agree the 1e DMG might be the best for the advice alone, plus random tables etc. Tough choice, but if I can only pick one I might choose the RC because it includes monsters and characters.

I wish I could think of more non-D&D and recent examples. My favorite in "recent" years is Shadow of the Demon Lord. Great book, great system, includes monsters (maybe too few), PCs and setting.

DCC RPG is also a great book. Maybe my favorite non-D&D because of the art and sheer awesomeness. Probably the closest to a modern RC I can think of.
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Habitual Gamer

For the "trapped on a desert island with only one book" scenario....

Part of me really wants to say "Mutants & Masterminds 3ed" because a good supers system doubles as a good system for (almost) anything.  Space opera with giant starships and thousands of aliens, low fantasy, espionage 15 seconds from now, cowboys versus zombies, time travelling mercenaries, etc. etc. etc.  But damn it... damage and healing in that system are too driven by plot for me to look past it.  Especially as a multi-genre game rather than straight supers.  So I go back to HERO (5ed, but I figure each edition has its pros and cons).

Slambo

I cant choose between Rules Cyclopedia and DCC.

spon

Cults of Prax is a damn good choice, but I think I'll have to go for the original Delta Green (For CoC, not the new version).

Shasarak

I would say for sheer bestness then it would have to be the ADnD Dungeon Masters Guide.

Its hard to overstate how much best was written into that book.
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