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<blockquote data-quote="PeterLind" data-source="post: 99690" data-attributes="member: 2801"><p>For what it's worth, here's my brief assessment of the Dusk Player's Guide.</p><p></p><p>1. The organization was in three basic sections: 1) Some background info on Telzoa, a part of the setting, 2) Lots of Rules, 3) A glossary, chronology, and calendar for the setting.</p><p></p><p>My comment is that far too much space was devoted to rule variants, and far too little on introducing the Dusk setting to the players. As far as variant rules go, I would like to see a lot less in future campaign setting guides. I would be very selective in introducing new variant rules. I personally use almost no variant rules introduced in D20 supplements because they are not canon, and may not be balanced well with the core rules. My preference for staying away from using D20 variants especially applies to new feats. There are plenty to pick from in the core rules + splat class books. Do we need more? Again, my point here is to be more selective in introducing new rules in supplements. I thought there were far too many feats, skills, and spells in this guide, taking space away from the stuff I wanted to see more of -- information on the Dusk campaign setting -- the various peoples, history, cultures, politics, etc. of the setting. I did like the Dusk take on gods, though. Very well done, and probably the best part of the Dusk guide. I would at least read that section, if you read anything at all in the guide. </p><p></p><p>I wish MM the best of luck in his future projects. My suggestion for your next setting is to think hard on the world "hook." What makes my world stand out in the crowd of world settings?</p></blockquote><p></p>
[QUOTE="PeterLind, post: 99690, member: 2801"] For what it's worth, here's my brief assessment of the Dusk Player's Guide. 1. The organization was in three basic sections: 1) Some background info on Telzoa, a part of the setting, 2) Lots of Rules, 3) A glossary, chronology, and calendar for the setting. My comment is that far too much space was devoted to rule variants, and far too little on introducing the Dusk setting to the players. As far as variant rules go, I would like to see a lot less in future campaign setting guides. I would be very selective in introducing new variant rules. I personally use almost no variant rules introduced in D20 supplements because they are not canon, and may not be balanced well with the core rules. My preference for staying away from using D20 variants especially applies to new feats. There are plenty to pick from in the core rules + splat class books. Do we need more? Again, my point here is to be more selective in introducing new rules in supplements. I thought there were far too many feats, skills, and spells in this guide, taking space away from the stuff I wanted to see more of -- information on the Dusk campaign setting -- the various peoples, history, cultures, politics, etc. of the setting. I did like the Dusk take on gods, though. Very well done, and probably the best part of the Dusk guide. I would at least read that section, if you read anything at all in the guide. I wish MM the best of luck in his future projects. My suggestion for your next setting is to think hard on the world "hook." What makes my world stand out in the crowd of world settings? [/QUOTE]
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