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This is going back some time, but I quite like the old Greyhawk Boxed set that came around the time of the Basis Boxed set. What I liked about that is that it provided a little details on most aspects of the campaign world, but allowed you to create things around it. There were adventure hooks for various regions, details on governments and creatures specific to each region. No too much fluff, but well distributed. I don't think a lot of people will agree with me on this, so it's probably mute in the light of your initial question, but I'd like to see the campaign setting governed by its fluff content, but that the crunch is inserted next to the fluff that its relevant to.

So, if you've got a specific race or prestige class relevant to a certain region, place it there, rather than in a chapter devoted to races or prestige classes. The danger is that people will tend to look at all the new crunch goodness, but forget about all the fluff. In a region by region presentation, at least the crunchy bits are distributed by region and if you're only playing in a specific region, then all the information you want about the region is in one place. I wished they done FR along these lines, but alas they didn't. These days everybody uses the crunch bits with little regard for the fluff that surrounds it.

Like I said earlier, you're not likely to follow this suggestion, but in a campaign setting where relevant, stick the fluff and crunch in the same section and provide separate sections for generic areas. Doesn't work in a lot of cases, but if you want people to get a feel for the campaign setting, I like this idea. You can always split out the crunch into separate pdf at a later stage.

Pinotage
 

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I received my Digital Denizens (chose that because I already got the other one for an earlier feedback sweepstakes). Thanks again!

Pictures are top notch. Layout in general is great (with the exception that the print version doesn't have any pictures. A grayscale version of the screen pictures would have been nice. Or maybe some concept art if you have that). Providing screen and print versions is nothing special any more (though always appreciated!), but providing counters is a nice touch. The Skills and Feats part has some nice ideas, too.
 

What I want in New Books

I want enough fluff from which I can steal ideas, adventures, and site development, if I can't use the setting as a whole.

I want the crunch to be really part of the setting. I.E. If I am using the setting, then I must use the crunch. Generic prestige classes, feats, etc. are boring. Anyone can create non-cleric divine spellcasting prestige class, but it a such a PC that uses the fluff of the setting to fulfill the rules of the game is interesting.

Truth be told, I'm much happier with more fluff and less crunch. Yet, having said that, if there is so much fluff that the book is to unwieldy, then it is of no use to me. I'm think of the Kingdoms of Kalamar. It was just too much setting fluff to be of use to me. Forgetten Realms works because there is cruch to support the fluff.

Violet Dawn is an alien world. There must be some cruch to support that fact. Yet, there must be more fluff to make the alien world a living world. So mix your cruchy bits in with the fluff and make an indeces (Prestige Classes, Core Classes, Feats, etc.) showing where everything can be found.

Gregory
 

This may echo what Crothian said, but I'd try to hold on to generic utility as long as possible.

A few examples of how you can do this:
1) Sidebars. Think of how the dragon has little "X in your game" sidebars. Consider how elements of Avadnu might be adapted to other games, and provide some advice to that effect. You could do things like considering how specific elements in the game background can be relplaced with other elements. For example, if you have specific planes in your cosmology, what sorts of planes in a general campaign might play the same role, where else might a creature be from, etc.
2) You sort of already are doing this in Denizens of Avadnu, but "encapsulate" ideas. That is, sort of bullet point ideas so if I think it is cool enough of an idea to import, I can do so without disentrenching it from an extended discussion. In denizens, I think the existence of "X in Avadnu" sort of serves this purpose. It shows how you can use the creature. Also similar is the way that WW/S&SS split descriptios into game mehcanics and background in Relics & Rituals, and the background bits were often cool enough to import into your own campaign (like the strange history and tendency to cause insanity of the Rune spells). And if I don't like your idea, since it's not entangled with the rules text, it remains easy for me to use.

FWIW, Xxyth are making an appearance as far realm/chaos creatures in my planar game. ;)
 

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