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<blockquote data-quote="Keravath" data-source="post: 7435841" data-attributes="member: 6916036"><p>Setting source books only matter if you want to run a campaign or module in that setting. </p><p></p><p>If I was WOTC, I think the best approach would be the one they appear to already be using. Produce a book like Curse of Strahd or Tomb of Annihilation which packages a lot of details about a particular setting including geography, maps and significant NPCs along with a possible campaign for the setting. If there are particular race/class/items/magic not generally available in that setting then it would be spelled out in a chapter for that setting. Similarly, character options or other special rules mechanics that could apply for that setting could also be included in a chapter (for example although Tortles were added separately for Chult - I think they should have been in the ToA source book). </p><p></p><p>Of course, someone running their home game can choose to abide by those suggestions or not as they wish and pick and choose what they want from any source book. </p><p></p><p>By including setting content, a campaign, new/optional races and classes, special setting rules into one source book then WOTC creates a broader appeal for the book. Some people might want the new race/class options. Others might want the campaign setting background and others still might want the campaign itself. I think the multi-targeted content likely leads to a broader appeal for the source book and possibly better sales. </p><p></p><p>The biggest challenge to this is that as the number of books grows it can be harder for newer players to figure out what they should buy ... which is why WOTC should want to keep the single Player's Handbook as the onramp to most of their settings and games run either at home or through DDAL.</p></blockquote><p></p>
[QUOTE="Keravath, post: 7435841, member: 6916036"] Setting source books only matter if you want to run a campaign or module in that setting. If I was WOTC, I think the best approach would be the one they appear to already be using. Produce a book like Curse of Strahd or Tomb of Annihilation which packages a lot of details about a particular setting including geography, maps and significant NPCs along with a possible campaign for the setting. If there are particular race/class/items/magic not generally available in that setting then it would be spelled out in a chapter for that setting. Similarly, character options or other special rules mechanics that could apply for that setting could also be included in a chapter (for example although Tortles were added separately for Chult - I think they should have been in the ToA source book). Of course, someone running their home game can choose to abide by those suggestions or not as they wish and pick and choose what they want from any source book. By including setting content, a campaign, new/optional races and classes, special setting rules into one source book then WOTC creates a broader appeal for the book. Some people might want the new race/class options. Others might want the campaign setting background and others still might want the campaign itself. I think the multi-targeted content likely leads to a broader appeal for the source book and possibly better sales. The biggest challenge to this is that as the number of books grows it can be harder for newer players to figure out what they should buy ... which is why WOTC should want to keep the single Player's Handbook as the onramp to most of their settings and games run either at home or through DDAL. [/QUOTE]
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