Argyle King
Legend
It may be a bit clumsy, but (to address concerns about someone buying a book not knowing what is in it) is there any reason why an rpg book could not have some sort of disclaimer like what is found on "mature" video games or R-rated movies?
I would think that combined with a brief synopsis of the book on the back of the cover would give some idea about the contents.
Maybe it's because I'm getting older and I'm not with the times, but it's weird to me that things which were previously normal parts of a book (like a functional index, a little blurb about the book on the back, and etc) no longer seem to be used.
In regards to approaching such a setting, I think the first step would be acknowledging that not everyone is a hero. Which isn't me saying that the setting should encourage bad behavior; instead, I'm saying that such a setting should be more informed by the flawed heroes of a Spaghetti western and the moral ambiguity found in trying to survive a world like Fallout than 4-color Supers and contemporary D&D's views toward alignment.
A few pages back, there was some discussion about a home-group being able to add something to a setting versus a home-group being able to remove something. A home-group always has the ability to change their home game. Both adding and removing things are possible.
Though, I would lean toward saying that (from a coherent world-building perspective) whether or not something like slavery is common will echo throughout the rest of the setting in a lot of ways. For a published product (whether rpg, movie, or novel,) choices about what does or doesn't exist will influence the rest of the product. Often, changing one detail of a world or a society means broader changes beyond that one detail.
I would think that combined with a brief synopsis of the book on the back of the cover would give some idea about the contents.
Maybe it's because I'm getting older and I'm not with the times, but it's weird to me that things which were previously normal parts of a book (like a functional index, a little blurb about the book on the back, and etc) no longer seem to be used.
In regards to approaching such a setting, I think the first step would be acknowledging that not everyone is a hero. Which isn't me saying that the setting should encourage bad behavior; instead, I'm saying that such a setting should be more informed by the flawed heroes of a Spaghetti western and the moral ambiguity found in trying to survive a world like Fallout than 4-color Supers and contemporary D&D's views toward alignment.
A few pages back, there was some discussion about a home-group being able to add something to a setting versus a home-group being able to remove something. A home-group always has the ability to change their home game. Both adding and removing things are possible.
Though, I would lean toward saying that (from a coherent world-building perspective) whether or not something like slavery is common will echo throughout the rest of the setting in a lot of ways. For a published product (whether rpg, movie, or novel,) choices about what does or doesn't exist will influence the rest of the product. Often, changing one detail of a world or a society means broader changes beyond that one detail.