Jd Smith1
Hero
I agree. Many game designers cranking out d20 products these days are simply copying the style WOTC, and they tend to go with the worst features of settings like FR. They pad out their product with detailed discussions of the rulers and VIPs of nations, deities, and the like. Plus the inevitable bad short stories.
But here's the thing: 1st-level PCs will not be in a position to meet these people. An adventuring band of up to moderate level won't.
What is needed is to drop all that nonsense about King Inbred VI and his advisors. Sure, name him, but use the saved space to actually detail (a scary word for current game designers) the law enforcement of the kingdom at the user level, where garrisons are & their general strength, name, strength and operating area of goblinoids (or setting equivalent), bandits, etc. Major trade routes.
In other words, things that the PCs will actually interact with on a regular basis, and which will serve as the foundation for adventures. Game designers have forgotten that the sole purpose of a setting is to provide the GM with the local color and basic facts that will allow them to build a campaign.
The trouble is, most current game designers just cling to WOTC's skirts, cranking out endless splatbooks about 'new classes, new spells, new monsters, new optional rules!' You don't see much innovation, imagination, or detail anymore. Just reheated offerings of the same old, same old.
There are still good settings and material out there, but they are few and far between.
But here's the thing: 1st-level PCs will not be in a position to meet these people. An adventuring band of up to moderate level won't.
What is needed is to drop all that nonsense about King Inbred VI and his advisors. Sure, name him, but use the saved space to actually detail (a scary word for current game designers) the law enforcement of the kingdom at the user level, where garrisons are & their general strength, name, strength and operating area of goblinoids (or setting equivalent), bandits, etc. Major trade routes.
In other words, things that the PCs will actually interact with on a regular basis, and which will serve as the foundation for adventures. Game designers have forgotten that the sole purpose of a setting is to provide the GM with the local color and basic facts that will allow them to build a campaign.
The trouble is, most current game designers just cling to WOTC's skirts, cranking out endless splatbooks about 'new classes, new spells, new monsters, new optional rules!' You don't see much innovation, imagination, or detail anymore. Just reheated offerings of the same old, same old.
There are still good settings and material out there, but they are few and far between.