I would first point out that the most complete game systems--and the ones with the most players--generally have long sets of rules. This is necessary, because the broader a game becomes, the more things need to be covered. I began refereeing one of the most popular games back in 1980, and today I own (if my count is correct) thirteen hard-cover volumes of rules, plus quite a few soft-cover supplements which are not modules--and I am told that there is one more hard-cover volume which I do not have! The most essential of these books (the referee's rulebook) is itself two hundred forty pages long--and is useless without the separate player's rule book and one of the collections of creatures, another one hundred twenty-eight pages in the one plus one hundred twelve pages in the other. This means that in 1980 when I chose to referee the game originally, I had to buy four hundred eighty pages of rules in three books (at a cost even then of fifty dollars). Yet these three books were apparently inadequate to continue to run the game, since I have acquired ten more similar volumes in my effort to keep current with the game, each at a cost of not less than fifteen dollars! By the time they began to publish their second edition--which was not entirely compatible with their first version-I was being much more selective in what I acquired. However, even without taking a direct interest in this revised version, I could easily see that collecting a complete set of rules for that game would cost more than I could invest.
I have played a more recent popular game--not the live action version, although I know some who do--and have noticed that it, too, has found the secret of extracting money from gamers, by putting rules in volume after volume of expensive supplements, so that the referee can't have the whole system without spending his entire college tuition on it. I have not checked the number of pages per volume, nor the number of volumes, but I have seen shelves at the local gaming supply store covered with these. The most recent game I saw from the author of that first game I referee was selling at $30 a volume for a minimum of three volumes; I'm told that the most recent game announced from that company is also $30 per volume, and four volumes are needed to begin play.
The rulebook itself is over an inch thick. Each page is eight and a half by eleven inches, and the cover is the same. As the second printing comes out, it is what is called in the trade a "perfect bound" soft cover, the industry standard for soft cover rule books. The First Book of Worlds is of similar design, somewhat less than half an inch thick.
The primary text of the Referee's Rules is in eleven point type, so that it will be easy to read; many explanatory reference sections are in smaller nine point type--still larger than many other game systems. The bulk of the text of the First Book of Worlds is in ten point type, with introductory materials in twelve point type. The referee should be able to clearly read the text even in low light.
More to the point is the content of those pages.