Some months ago, I asked What Do Rules Ever Do For Us? Here, I’m going to ask “What do rulebooks do for us”? I’m asking not about rules (abstract things that could be just in the players’ heads) but about actual rules texts.
Rulebooks can sell
Rulebooks can start by inspiring one person to want to play. If there is a GM, it will often be this person. This was my experience with Zweihander — reading the book (and, particularly, looking at the pictures) made me want to run it. I wanted to play in that world.
Rulebooks can then help to encourage people to play. The zealot from above can wave the book at players. Those players can look at the art, read the prose, scan down lists of abilities (or insanities) and come to feel that they want to play, too.
