I'm going to assume I am part of the target audience*, even though my experience has primarily been with another system and setting. I am also looking at this from primarily a GM level; as a player, setting books are absolutely better than adventures, since they can easily inspire me to create characters much more easily.
To me, I wish that WoTC would produce more books for a particular setting, rather than create a ton of setting books for many different settings - but regardless, setting books are invaluable. Adventure books are useful to see how more experienced and competent writers and game masters would approach designing an adventure in all its different aspects (combat, exploration, social) and how they would integrate setting materials; however, so far I haven't had the strong inclination to run an adventure due to the fact that I am not sure it'd necessarily save me that much work, due to the game master style I am developing
Mainly, I am using a combination of what I've seen work and the Checklist from Return of the Lazy Dungeon Master. I've seen it described as a 'radial' - i.e., I'm mainly preparing things on a session by session basis, with some longer term plot hooks and lore; but not too much planned up front and planned out in detail. Generally, a lot of the adventures I've read have aspects you have to plan for and keep in mind; and while the Return of the Lazy Dungeon Master's Checklist can be adapted to running adventures and works well for that, to me it seems like a lot of work, particularly if I make a mistake.
In addition, it's often best to read through ALL of an adventure first, and depending on the length of the adventure and how much detail there is, that is a LOT of reading to do, then translate to the page and keep in mind; in a certain amount of the adventures I've read, I'm not sure how much I could actually just read on the spot for every section without grinding the game to a halt or making a critical mistake - even in a 'dungeon (or house or base or forest) crawl' situation.
But with setting books, particularly setting books that build upon an already established setting, I can get:
There's a lot of depth and breadth there, and I can choose as a GM how much I want to use and how much I don't; to use NPCs that exist within the setting or not, or to remix them; change up locations or run them how the setting expects; wonder about what ideas I can mix in from elsewhere. I can even take individual setting stuff and place it elsewhere, into another world, while doing some work to remake history so that setting stuff is sensible. I can even decide to try and stat out and rule how setting elements as described would work mechnically, without necessarily following what is provided.
This is obviously personal bias and my own cognition talking (maybe even related to my neurodiversity!), but there's a lot of flexibility and gameablility in pure setting books, mainly from providing a solid backdrop that I can expand and contract to fit the party and adventure. It is so much easier, to me, to set a murder mystery in Baldur's Gate and use the sheer amount of information, lore, NPCs, etc. associated with it to create a compelling one, and then easily expand upon the city as required by the players' actions, and what I think would be fun for them to do, then to try and have to create a city by myself. Even more so if the players find the murderer is fleeing the city, and fail to stop them.
Then I can read about the Sword Coast, and lead them onto their next adventure.
And even then, maybe a setting isn't entirely to my liking - but I could always read a setting book, and poach or remix ideas from it and bring it into the setting I'm running or into my own. For example - I used Baldur's Gate up there not because I like or run games in Forgotten Realms, but because I think everyone will know what I'm talking about. From reading about the setting, there's a lot about Forgotten Realms that, to be blunt, I am not a fan of.
You know what I do think is cool, though? I've seen somebody create a thread on RPG.net about Neverwinter, the Neverwinter Campaign Setting, from 4e - going through the book and critiquing it. There is a lot of very interesting creative things in there, from both the player backgrounds to the factions. It is in many ways a book I'd like to get my hands on, purely for inspiration and for taking elements from to use in my own games, even in a completly different setting - maybe even somehow take the city itself and plop it into that setting**, and just remix it until it makes sense.
Or how about the Time of Troubles? From everything I've read about it, the idea was a mixed concept in how it affected Forgotten Realms, producing novels that apparently weren't that great - and producing some absolutely horrifically awful, railroady and 'the NPCs are the most important and the heroes suck!' adventures. But the core concept of it - the gods falling down to the Material Plane? The idea of the consequences and how it affects the world? How it inspired the main plot of one of the most influential CRPG games of all time? *** Now THAT is something I can adapt, by reading setting material.
THAT is gameable to me. THAT is what I want from TTRPG books.
* I do not buy WoTC books but that has everything to do with WoTC as a company and how they treat staff, and because they don't sell PDFs; nothing to really do with book quality, so I'm going to ignore my issues with them and assume on some level I am the target audience, as while I have issues with 5e I do think it's overall a pretty good system that can shine well, and there have been books WoTC has produced I'd be interested in.
** Golarion.
*** Without spoiling anything, the Time of Troubles is important background information for Baldur's Gate...
To me, I wish that WoTC would produce more books for a particular setting, rather than create a ton of setting books for many different settings - but regardless, setting books are invaluable. Adventure books are useful to see how more experienced and competent writers and game masters would approach designing an adventure in all its different aspects (combat, exploration, social) and how they would integrate setting materials; however, so far I haven't had the strong inclination to run an adventure due to the fact that I am not sure it'd necessarily save me that much work, due to the game master style I am developing
Mainly, I am using a combination of what I've seen work and the Checklist from Return of the Lazy Dungeon Master. I've seen it described as a 'radial' - i.e., I'm mainly preparing things on a session by session basis, with some longer term plot hooks and lore; but not too much planned up front and planned out in detail. Generally, a lot of the adventures I've read have aspects you have to plan for and keep in mind; and while the Return of the Lazy Dungeon Master's Checklist can be adapted to running adventures and works well for that, to me it seems like a lot of work, particularly if I make a mistake.
In addition, it's often best to read through ALL of an adventure first, and depending on the length of the adventure and how much detail there is, that is a LOT of reading to do, then translate to the page and keep in mind; in a certain amount of the adventures I've read, I'm not sure how much I could actually just read on the spot for every section without grinding the game to a halt or making a critical mistake - even in a 'dungeon (or house or base or forest) crawl' situation.
But with setting books, particularly setting books that build upon an already established setting, I can get:
- Adventure hooks
- Places and locations to run and use different aspects of, such as cities, towns, forts, caves, the occasional dungeon, etc.
- How creatures fit into the world
- Ideas of how to handle exploration and travel in the world, and social aspects
There's a lot of depth and breadth there, and I can choose as a GM how much I want to use and how much I don't; to use NPCs that exist within the setting or not, or to remix them; change up locations or run them how the setting expects; wonder about what ideas I can mix in from elsewhere. I can even take individual setting stuff and place it elsewhere, into another world, while doing some work to remake history so that setting stuff is sensible. I can even decide to try and stat out and rule how setting elements as described would work mechnically, without necessarily following what is provided.
This is obviously personal bias and my own cognition talking (maybe even related to my neurodiversity!), but there's a lot of flexibility and gameablility in pure setting books, mainly from providing a solid backdrop that I can expand and contract to fit the party and adventure. It is so much easier, to me, to set a murder mystery in Baldur's Gate and use the sheer amount of information, lore, NPCs, etc. associated with it to create a compelling one, and then easily expand upon the city as required by the players' actions, and what I think would be fun for them to do, then to try and have to create a city by myself. Even more so if the players find the murderer is fleeing the city, and fail to stop them.
Then I can read about the Sword Coast, and lead them onto their next adventure.
And even then, maybe a setting isn't entirely to my liking - but I could always read a setting book, and poach or remix ideas from it and bring it into the setting I'm running or into my own. For example - I used Baldur's Gate up there not because I like or run games in Forgotten Realms, but because I think everyone will know what I'm talking about. From reading about the setting, there's a lot about Forgotten Realms that, to be blunt, I am not a fan of.
You know what I do think is cool, though? I've seen somebody create a thread on RPG.net about Neverwinter, the Neverwinter Campaign Setting, from 4e - going through the book and critiquing it. There is a lot of very interesting creative things in there, from both the player backgrounds to the factions. It is in many ways a book I'd like to get my hands on, purely for inspiration and for taking elements from to use in my own games, even in a completly different setting - maybe even somehow take the city itself and plop it into that setting**, and just remix it until it makes sense.
Or how about the Time of Troubles? From everything I've read about it, the idea was a mixed concept in how it affected Forgotten Realms, producing novels that apparently weren't that great - and producing some absolutely horrifically awful, railroady and 'the NPCs are the most important and the heroes suck!' adventures. But the core concept of it - the gods falling down to the Material Plane? The idea of the consequences and how it affects the world? How it inspired the main plot of one of the most influential CRPG games of all time? *** Now THAT is something I can adapt, by reading setting material.
THAT is gameable to me. THAT is what I want from TTRPG books.
* I do not buy WoTC books but that has everything to do with WoTC as a company and how they treat staff, and because they don't sell PDFs; nothing to really do with book quality, so I'm going to ignore my issues with them and assume on some level I am the target audience, as while I have issues with 5e I do think it's overall a pretty good system that can shine well, and there have been books WoTC has produced I'd be interested in.
** Golarion.
*** Without spoiling anything, the Time of Troubles is important background information for Baldur's Gate...
Last edited: