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<blockquote data-quote="Eben" data-source="post: 3057033" data-attributes="member: 1379"><p>Handouts are a waste of time. It's a narrative game, not a reading club. Give your players a general layout of the setting and tell them what kind af characters you're looking for. Personally, I go pretty far and I tell them what kind of classes and races I want to see. This avoids dwarven pit fighters in a campaign that revolves around teh political relations between an expanding human empire and a the neighbouring Elven nations. New character options usually open up during play.</p><p>Talking your players through the setting and defining a few character concepts that fit the campaign is helpfull for the players as well, because they start thinking inside the campaign world. And when you get them there, you can feed them (individually or collectively) detailed info that they would skim over if you gave them a written handout before. </p><p></p><p>Peter</p></blockquote><p></p>
[QUOTE="Eben, post: 3057033, member: 1379"] Handouts are a waste of time. It's a narrative game, not a reading club. Give your players a general layout of the setting and tell them what kind af characters you're looking for. Personally, I go pretty far and I tell them what kind of classes and races I want to see. This avoids dwarven pit fighters in a campaign that revolves around teh political relations between an expanding human empire and a the neighbouring Elven nations. New character options usually open up during play. Talking your players through the setting and defining a few character concepts that fit the campaign is helpfull for the players as well, because they start thinking inside the campaign world. And when you get them there, you can feed them (individually or collectively) detailed info that they would skim over if you gave them a written handout before. Peter [/QUOTE]
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