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File: IMG20250923165711.jpg (681 KB, 2012x1282)
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ITT post your rulebooks, one rulebook per system.

Share what the rulebook does well. If it has any cool features, call them out, because I want other rulebooks to also have the same cool features.

Share why the rulebook was a waste of money. (No points for not having a group that wants to play the game that the rulebook is for. That's a YOU problem, not a rulebook problem.

Try to focus on the rulebooks themselves instead of the systems.
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I'll start. These are the same rulebooks as in the OP pic, in the same order.

D&D 4e Rules Compendium: I bought this book to use it as a reference for my 4e games. It had several sections in it that were extremely useful to have on-hand, which I've tabbed out: AoE charts, Skills and How To Use Them Impromptu, Vision Rules, and Actions in Combat. As a new GM at the time, having these rules in a dense brick of a book was great.

Ryuutama: I just bought this book. It's the entire reason for making this thread. Look at the side view. First off, it's a nicely printed hardcover book. Do you notice that the edges of the pages are in color-coded sections? Without knowing anything at all about the system, you can already tell what pages belong to what section of the game. Character creation, GM rules, monsters, skills... easy to reference at a glance!

The only other rulebook in this stack that sort of does this is the Genesys Embers of the Imperium supplement. Except it's not as good: the edges are only either dark or white. It still serves to separate the fluff from the crunch, which is still useful.

The much cooler thing about the Twilight Imperium Genesys books is that they come with a sewn-in fabric bookmark. It's not as useful for the core rulebook, but I can see it being very useful in the scenario book (War for the Throne, not pictured).
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Relatedly, what's a good e-ink device for viewing PDFs on?
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Le Cabinet des Murmures: It's a really nice book, really well made with hardcover, printed in color, light enough that I can put it in one hand easily. The fabric bookmarks are nice, I like books which incorporate them, they all should have them. It's a pretty easy read as well.
The one thing it does great is the vibe, the biggest reason I was excited to read it outside of the cool concept of one body + multiple ghost players. It really titillates my imagination, I like it a lot.
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>>96605222
just get a kobo. they are relatively cheap and have a battery that lasts forever.
i still use my old tablet but i m thinking of biting the bullet and getting one for myself as a birthday present
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>>96604459
>Russian text
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>Imperium Maledictum
I bought it as an update to Dark Heresy. It all looks nostalgic and the book looks amazing. Combat itself seems worse. Less lethal, somewhat boring, and less interesting options overall. The skills are better RAW in IM compared to DH. I suspect I’d enjoy the Fantasy Flight rpgs more. It’s just something for my collection really.

>Rogue trader
I loved this game. The high stakes space faring action. The increased power level. Space battles. It might not be a perfect system but it was a lot of fun.

>WoD
Vanilla WoD is fine. I’ve played a few one shots with it. I prefer the more specialised games for anything long term.

>5e
Not much to say. You love it or hate it. I’ve been running 5e for the last 4 years with breaks for other systems. For whatever reason the other games just don’t have staying power. I tried a few other systems briefly but 5e is “good enough” I keep saying the next long campaign will be something new…

>WtF
In my top WoD games. I ran the starter adventure 3 times but have never seen it to the end. Being a werewolf makes you very strong right out of the gate. The new werewolf editions have ways to help against guns but I never found it was that big an issue.

>CtL
I ran one long campaign with it. My first long term WoD game. I love the themes of it. The hedge, goblin contracts, it all comes together well.

>VtR
The campaign I ran after CtL. Another great system. If it’s between CtL and VtR I prefer VtR because Vampires inherently have a more interesting weakness.

>HtV
I ran two short campaigns for this. More combat focused. I like the game. It’s very good. But something about it just doesn’t excite me as much as being one of the monsters.

>Iron Heroes
I prefer this to 5e. It requires a certain group. You need people who like crunchy games but ones where the descriptions and narrative aspect is also highly valued. Terrible balancing especially armiger needed an entire rework.

>Slasher
God I was an edgy kid
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>>96606838
>3.5
My introduction to ttrpgs. Still what I think of when it comes to D&D. I found the martial/caster divide less pronounced because most games are low level. I probably played this game nearly as much as 5e. We had a weekly game for a school year that I looked forward to every week. Tome of battle really helped bridge the caster/martial divide and just make martials more interesting in general. Causes shit storms on here but I liked it. These days it feels a bit clunky compared to the more streamlined 5e.

>Dark Heresy
Many fond memories of a janky overly complicated strange system. But it was my introduction to 40k rpgs and was the only one available at the time. I really liked my GMs style and my commissar Ophelia Faith is one of my favorite characters I’ve played.

>Polaris
I only got to play this once but it’s one of my favourite if not my favourite system. The multiple main characters, different roles depending on seat position, negotiations for resolution, setting it was all beautiful. Definitely needs the right group but when I had one perfect session of it that was the most satisfying ttrpg experience I’ve had.

>Nova
Haven’t had a chance to try it but interests me a lot. Would be good for a one shot. Very interesting mechanics for combat and a unique setting.



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