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<blockquote data-quote="Rod Staffwand" data-source="post: 7109382" data-attributes="member: 6776279"><p>I tend to put together short orientation guides for longer term campaigns that can be thought of as PHBs. I use OpenOffice and export to pdf. That way I can email them to players or print as needed. I don't tend to incorporate much art, maybe a cover picture if there's one that captures the feel of the world and I'll put in an atlas if I think it'll be worth it.</p><p></p><p>For structure, I'd go with:</p><p></p><p>1. Introduction. Basic premise of the campaign and setting, specifically if you're changing core assumptions. Here's also a good place to mention your DMing and campaign styles (epic-Tolkein and story-driver, fantasy Vietnam, etc.) so incoming players know what to expect.</p><p></p><p>3. Setting Information. This would be stuff that the PCs would know about the world and the area they grew up in. It should serve mostly as a primer and reference book. Keep it brief. Many players will not bother with it in the slightest.</p><p></p><p>4. New or altered character options. Presented in the same order as the Player's Handbook.</p><p></p><p>5. New or altered mechanics. Presented in the same order as the Player's Handbook. I think its important to keep the size of this section down. A page or two of bullet points is better than 40 pages of dense text written in legalese as its easier to refer to in play. You may also want to include reasons for your changes to help get everyone on the same page with what you're doing.</p><p></p><p></p><p></p><p>Also, its vitally important that your Player's Handbook doesn't immediately fall apart.</p></blockquote><p></p>
[QUOTE="Rod Staffwand, post: 7109382, member: 6776279"] I tend to put together short orientation guides for longer term campaigns that can be thought of as PHBs. I use OpenOffice and export to pdf. That way I can email them to players or print as needed. I don't tend to incorporate much art, maybe a cover picture if there's one that captures the feel of the world and I'll put in an atlas if I think it'll be worth it. For structure, I'd go with: 1. Introduction. Basic premise of the campaign and setting, specifically if you're changing core assumptions. Here's also a good place to mention your DMing and campaign styles (epic-Tolkein and story-driver, fantasy Vietnam, etc.) so incoming players know what to expect. 3. Setting Information. This would be stuff that the PCs would know about the world and the area they grew up in. It should serve mostly as a primer and reference book. Keep it brief. Many players will not bother with it in the slightest. 4. New or altered character options. Presented in the same order as the Player's Handbook. 5. New or altered mechanics. Presented in the same order as the Player's Handbook. I think its important to keep the size of this section down. A page or two of bullet points is better than 40 pages of dense text written in legalese as its easier to refer to in play. You may also want to include reasons for your changes to help get everyone on the same page with what you're doing. Also, its vitally important that your Player's Handbook doesn't immediately fall apart. [/QUOTE]
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