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<blockquote data-quote="Kae'Yoss" data-source="post: 2127567" data-attributes="member: 4134"><p>As for radical changes: These are OK, but they should not be changes for change's sake. If you have some cool ideas that require a bigger change, go for it, but don't change the core rules just so you have a different rule than the core rules.</p><p></p><p>As for Campaign Setting "core book" and rules stuff: I have seen and enjoyed both: Midnight, for example, has only the necessary rules changes in the core book but has a Players' Guide sort of book that introduces more. That is not to say that there were few rules in the Midnight core book - far from it, but they were all necessary. So I think that you should put all the necessary rules stuff - new or altered base classes, races, equipment, changes to the rules as written, etc in the core book, and then fill with a lot of general info - big organizations, races, nations, info about life, geography, history, cosmology, magic, all that stuff. Add some new spells and PrC's for good measure, but don't choke the book with it, and make these new bits of material unique and characteristic of the setting. And then you can release a Players' Guide - with a ton of feats, spells, PrC's, more of the same as seen in the core book (if you introduce a new mechanic like FR's regional feats, rokugans ancestral feats or midnights heroic paths, put a good amount in the core book but even more in the players' guide).</p><p></p><p>One important thing: The thing that really makes the game world different is the fluff, not the crunch. I don't say crunch is bad - far from it, I love that stuff, but don't let the fluff get cut short because of crunch, especially not in the Campaign Setting core book. Don't leave out critical fluffy stuff (like details on the changes to magic that are important to the new campaign, or the changes to the races) just to squeeze another PrC in there.</p><p></p><p>Oh, and another thing: Mix some fluff into the crunch. Not directly into the usual write-up, but next to it. So if you have a new mechanic like "destiny feats", precede each feat with a little story, a short info about heroes with that, or something like that.</p></blockquote><p></p>
[QUOTE="Kae'Yoss, post: 2127567, member: 4134"] As for radical changes: These are OK, but they should not be changes for change's sake. If you have some cool ideas that require a bigger change, go for it, but don't change the core rules just so you have a different rule than the core rules. As for Campaign Setting "core book" and rules stuff: I have seen and enjoyed both: Midnight, for example, has only the necessary rules changes in the core book but has a Players' Guide sort of book that introduces more. That is not to say that there were few rules in the Midnight core book - far from it, but they were all necessary. So I think that you should put all the necessary rules stuff - new or altered base classes, races, equipment, changes to the rules as written, etc in the core book, and then fill with a lot of general info - big organizations, races, nations, info about life, geography, history, cosmology, magic, all that stuff. Add some new spells and PrC's for good measure, but don't choke the book with it, and make these new bits of material unique and characteristic of the setting. And then you can release a Players' Guide - with a ton of feats, spells, PrC's, more of the same as seen in the core book (if you introduce a new mechanic like FR's regional feats, rokugans ancestral feats or midnights heroic paths, put a good amount in the core book but even more in the players' guide). One important thing: The thing that really makes the game world different is the fluff, not the crunch. I don't say crunch is bad - far from it, I love that stuff, but don't let the fluff get cut short because of crunch, especially not in the Campaign Setting core book. Don't leave out critical fluffy stuff (like details on the changes to magic that are important to the new campaign, or the changes to the races) just to squeeze another PrC in there. Oh, and another thing: Mix some fluff into the crunch. Not directly into the usual write-up, but next to it. So if you have a new mechanic like "destiny feats", precede each feat with a little story, a short info about heroes with that, or something like that. [/QUOTE]
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