Someone remind me why EVERY RPG these days has hundreds (and hundreds) of pages of rules.
The economics of the printing business and customer expectations. The former all but mandates books over a certain size while the latter mandates content which is not an indispensable part of the rules. I'll cover the latter.
If they were released today, the Little Black Books would be howled down. Rules without a setting? No art? No fiction? No examples of overall play? Only one chargen example? No personal or ship combat examples? No ship building examples? No aliens? A few scattered charts? It's like they didn't even bother to finish the books.
We've been playing
Traveller for 41 years starting with those "unfinished" and "barebones" core books, but what content people currently expect in core books has seen huge changes. Take fiction for example.
While pieces of fiction in a core book can help set the tone of a RPG setting they're in no way indispensable. They're not needed, but there they are adding to the page count. Our own member Major B recently wrote a spectacular product covering the
Gazelle-class close escort. The product opens with a two page fiction piece. It's nice, it's well written, and it doesn't really do anything. It's there because almost every RPG product contains fiction these days and almost every product contains fiction because customers expect it.
While fiction doesn't actually help, in some ways it can hurt. A couple years back I bought a system free sci-fi setting called
A Star For Queen Zoe because it used the same concept as Pournelle's
King David's Starship. The product wasn't worth the 5 bucks I spent on it and, naturally, it starts with a 3 page piece of bad fiction. The rest of the material was bad too but you can't help wonder if it could have better had the typist not wasted his time and limited abilities on the fiction piece.
Comparing 1981's
LBB:1 and 2014's
The One Ring core book illustrates this customer driven content bloat.
LBB:1 opens with the title, copyright, publishing info, dedication, and content index pages. On page 5, the first with text, the book introduces RPGs in general and
Traveller in specific. One page 6, the second with text, die rolling conventions are introduced. By page 8, the fourth with text, character generation is introduced. Now look at
TOR.
Open the cover and first page is credits and publishing info. The second is the content index. The next
two pages are art. Beautiful art, but not necessary. The next page is, you guessed it, a fiction piece. Well written, helps present the mood of the setting, and, again, not necessary.
Page six, the same page
LBB:1 uses to introduces RPGs and
Traveller, contains a very general introduction of the game and another piece of art. The intro just repeats what you'll read later and the art, while beautiful, does nothing at all. After that unneeded introduction and art piece, another
two page art spread tells you the
Introduction section will now begin. The introduction section which needed a two page art spread to announce it is all of 9 pages long. One page of the 9 is half text/half art while another is a useful map.
With the introduction finally complete, the
TOR core book begins talking about
"How to Play", it's unique dice, and unique die rolling system on page 19. That's a point
LBB:1 reached by page 6. This section contains three pages of general information, a two page character sheet, 3.5 pages explaining the game's dice and die roll mechanisms, and a 2.5 page glossary. Two quarter-page sized art pieces are embedded in the text. Beautiful art that does nothing but take up space.
With that section over, the next section begins, of course, with another two page art spread. Again beautiful and again useless. This section is
"Creating a Hero". For those of you scoring at home, this is page
thirty two.
TOR take 32 pages to get to where
LBB:1 was on page 8.
This content bloat continues for the rest of the 333 page book. The section on elves is a good example of the rest. It's seven pages long, two of those are full page art and another two are half-page art. That seven pages used to present all of 4 pages of text detailing one of the book's 6 playable races.
Why are RPG rules written this way? Primarily because RPG customers expect them to be written this way. We often talk about rules bloat and skill bloat, but content bloat exists too.