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Fiction, rules, or setting first in a core book?
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<blockquote data-quote="painandgreed" data-source="post: 2790801" data-attributes="member: 24969"><p>No, but if you think your game is unique, whatever fiction you present represents that uniqueness and should pay service to it. There was another thread on ENworld a bit back about naming ten things that make your homebrew different from the published settings. Your fiction should address those ten things or at least a few of the main ones. Besides setting the tone and flavor of the game, it should inform the reader why the game is special. Right now, your fiction says that your game is like any other Conan game but you couldn't pay the royalties on the name. Is the entire world a desert? Is the giant special? Is the characters relationship to their gods special? If so, these things need to be spelled out better so that once they read the rules, they already know the stuff and all it does is give a mechanic to the fiction.</p><p></p><p>In WW's fiction, most of it spell out the setting. It's not a coincidence that most of such fiction happens to be one NPC informing another about the world. It informs the reader at the same time and sums up the entire setting in one tenth the space.</p></blockquote><p></p>
[QUOTE="painandgreed, post: 2790801, member: 24969"] No, but if you think your game is unique, whatever fiction you present represents that uniqueness and should pay service to it. There was another thread on ENworld a bit back about naming ten things that make your homebrew different from the published settings. Your fiction should address those ten things or at least a few of the main ones. Besides setting the tone and flavor of the game, it should inform the reader why the game is special. Right now, your fiction says that your game is like any other Conan game but you couldn't pay the royalties on the name. Is the entire world a desert? Is the giant special? Is the characters relationship to their gods special? If so, these things need to be spelled out better so that once they read the rules, they already know the stuff and all it does is give a mechanic to the fiction. In WW's fiction, most of it spell out the setting. It's not a coincidence that most of such fiction happens to be one NPC informing another about the world. It informs the reader at the same time and sums up the entire setting in one tenth the space. [/QUOTE]
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