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Verified Commit 408c556b authored by Malin Freeborn's avatar Malin Freeborn
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edit intro to emphasize using the core rules later

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......@@ -10,10 +10,10 @@
\item
BIND is yet another fantasy RPG about killing ogres for gold pieces.
\item
BIND mechanics force a fast real-world resolution to every encounter.
\item
BIND is an `adult game', meaning we all have jobs and such, so our games should demand as little homework as possible.
\item
BIND will answer every question with $4D6$ or less, guaranteed.
\item
BIND has no house-rules, and never will.
Everyone has complete access to the files so you can just change the rules, and re-print the \gls{pdf}.
\glsadd{pdf}
......@@ -21,17 +21,26 @@
\subsection*{Context}
This is a reference book for the BIND RPG.
So have a quick peak at all the sections in the table of contents, then go and get another book.
For players, the \textit{Book of Stories} has everything required to make a character.
It also has all the information that players typically ask about, like gaining \glspl{xp}, or creating new spells.
BIND was designed to be easy to learn and snappy, with short rules at the start of each module, and one roll to resolve everything.
However, incomplete rules eventually lead to problems.
The \gls{gm} should print off a mission module, such as \textit{Escape from the Horde}, or print a copy of \textit{The Book of Judgement} in order to roll up their own patch of \gls{fenestra}, and read about the five main predators which stalk people who roam above the ground.
\begin{itemize}
\item
A player will ask about the limits of their character's abilities.
Just how big a weapon can they use in one hand?
\item
Another will ask exactly what this or that \gls{skill} covers, and when it should be used.
\item
Players will want more Knacks and Spells for their characters.
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Every time players ask about trying something new in combat, the \gls{gm} has to make another ruling on the spot, and hope that the ruling won't cause problems later.
\item
Every time players ask about trying something new outside of combat, the same problem occurs.
How do they make poisons?
Or their own equipment?
\end{itemize}
Every mission modules also contains its own price-lists in the form of handouts, so players can just take the page they want, on its own.
This stops my table's problem of players persistently figuring out how to buy weapons in the core rules (`is it under ``equipment'', or ``combat'', where the weapon tables are?').
Perhaps it solves the same problem at your table.
These extended rules should be referenced when needed, to solve these problems.
\subsection*{Special Thanks \ldots}
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