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General Tabletop Discussion
*TTRPGs General
Fantasy Campaign Setting: What do you want/not want?
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<blockquote data-quote="scourger" data-source="post: 6061959" data-attributes="member: 12328"><p>Any game for me has to almost a perfect storm of 3 crucial elements: story, rules & minis. I need as much of it to be "drag & drop" or "plug & play" as possible. I'll touch on each element in more detail. </p><p></p><p>The story has to be compelling. I want to present something epic. It can start slowly and build to conclusion or begin big & go bigger. But, I think the game has to tell a story and have a beginning & an end (as noted by Robin Laws). I also think the players have more buy in if it is a little familiar, so using something grounded in the real world increases that factor (good advice from Ken Hite). </p><p></p><p>Next are the rules. The rules have to be cool & accessible. For me, this means most versions of D&D, especially d20, and Savage Worlds. But, it could be something new. Since the OP asked about a setting, my advice is to pick a rules set or several that many players find useful and publish for it or them. A system-less setting might do, but then it's missing the plug & play factor. </p><p></p><p>Last is what I call minis. This is the stuff of the game--the physical artifacts. I find it most helpful if actual miniatures are available, but counters work almost as well for the foes especially when juxtaposed against miniatures for the heroes on the tabletop. It also includes maps, battle maps & handouts. All those things enrich the RPG experience for me. </p><p></p><p>All these elements blend into my perfect RPG storms. I don't mind doing some of the work myself. If I find a cool story, I will work to fit it to rules I understand and make minis or counters for the game. Same for using great rules to tell cool stories. Minis are not as compelling for me, but I keep a stock of them along with maps so that I can fit all the pieces together. </p><p></p><p>I am more likely to at least purchase a game that delivers all those elements. Even if I don't run it, I will enjoy reading it and thinking about it. The game is very subjective after all, and not everyone enjoys everything.</p></blockquote><p></p>
[QUOTE="scourger, post: 6061959, member: 12328"] Any game for me has to almost a perfect storm of 3 crucial elements: story, rules & minis. I need as much of it to be "drag & drop" or "plug & play" as possible. I'll touch on each element in more detail. The story has to be compelling. I want to present something epic. It can start slowly and build to conclusion or begin big & go bigger. But, I think the game has to tell a story and have a beginning & an end (as noted by Robin Laws). I also think the players have more buy in if it is a little familiar, so using something grounded in the real world increases that factor (good advice from Ken Hite). Next are the rules. The rules have to be cool & accessible. For me, this means most versions of D&D, especially d20, and Savage Worlds. But, it could be something new. Since the OP asked about a setting, my advice is to pick a rules set or several that many players find useful and publish for it or them. A system-less setting might do, but then it's missing the plug & play factor. Last is what I call minis. This is the stuff of the game--the physical artifacts. I find it most helpful if actual miniatures are available, but counters work almost as well for the foes especially when juxtaposed against miniatures for the heroes on the tabletop. It also includes maps, battle maps & handouts. All those things enrich the RPG experience for me. All these elements blend into my perfect RPG storms. I don't mind doing some of the work myself. If I find a cool story, I will work to fit it to rules I understand and make minis or counters for the game. Same for using great rules to tell cool stories. Minis are not as compelling for me, but I keep a stock of them along with maps so that I can fit all the pieces together. I am more likely to at least purchase a game that delivers all those elements. Even if I don't run it, I will enjoy reading it and thinking about it. The game is very subjective after all, and not everyone enjoys everything. [/QUOTE]
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