Originally Posted by
DarkJak
So how do RPG books work, exactly?
What kind of them? What I'm talking about is rulebooks/campaign modules.
Rulebooks are what they sound like, they present rules for how to play the game, aswell as some fluff, campaign material and stuff like that. For example, the Players Handbook for D&D describes what dies to use, lists for weapons, describes the classes and skills and everything. Combat rules, spells, etc. etc. The whole thing.
Campaign modules I call both adventure books and background modules. Adventure books are usually pretty short, and describe an adventure that the player characters can go on. Background modules describe the world of a game, like the book "Elves: Singer's Dynasty" right beside me. It describes the elves of the gaming world Mundana, together with some rules for creating elvish characters, new magical effects and some new weapons. Most of it is fluff, though, like Sanarian magic tradition, the Elvish Curse, the six tribes and so on.
... So, that's RPG books.