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<blockquote data-quote="Yaarel" data-source="post: 7818796" data-attributes="member: 58172"><p>How is this different from the Monster Manual? The DM cherry picks which monsters are going to make sense in a particular setting (world or region or adventure). Plug the relevant ones into the new adventure.</p><p></p><p>In the case of a setting-neutral Players Handbook, the DM and the players have a session zero, about what kind of adventure the DM has in mind and what kind characters the players want to play, and they decide what they like together.</p><p></p><p>Remember, start small. This adventure is just for the next level, or less. The ‘world’ will happen by itself, as new adventures accumulate, and as the players take interest in specific NPCs and places. The players are building the world moreso than the DM, by deciding what they want to do next. And if they have ambitions, like building a Wizard school, ruling a town, having kids, or so on, they create the features of the world as well. When everyone is interacting with eachothers contributions, the collective whole, the world, takes on a life of its own. The world is almost like an extra gamer at the table with its own voice, that no individual DM or player exactly expected.</p><p></p><p>Actually, it would be nice if one can literally cut-and-paste the setting-neutral rules document, digitally. Then cherry pick the relevant rules for a new setting document, or oppositely delete a particular section that would be inappropriate for this particular new setting. Meanwhile, add a sentence here and paragraph there to flesh out narrative context, how it fits, as inspiration happens.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 7818796, member: 58172"] How is this different from the Monster Manual? The DM cherry picks which monsters are going to make sense in a particular setting (world or region or adventure). Plug the relevant ones into the new adventure. In the case of a setting-neutral Players Handbook, the DM and the players have a session zero, about what kind of adventure the DM has in mind and what kind characters the players want to play, and they decide what they like together. Remember, start small. This adventure is just for the next level, or less. The ‘world’ will happen by itself, as new adventures accumulate, and as the players take interest in specific NPCs and places. The players are building the world moreso than the DM, by deciding what they want to do next. And if they have ambitions, like building a Wizard school, ruling a town, having kids, or so on, they create the features of the world as well. When everyone is interacting with eachothers contributions, the collective whole, the world, takes on a life of its own. The world is almost like an extra gamer at the table with its own voice, that no individual DM or player exactly expected. Actually, it would be nice if one can literally cut-and-paste the setting-neutral rules document, digitally. Then cherry pick the relevant rules for a new setting document, or oppositely delete a particular section that would be inappropriate for this particular new setting. Meanwhile, add a sentence here and paragraph there to flesh out narrative context, how it fits, as inspiration happens. [/QUOTE]
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