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<blockquote data-quote="Psion" data-source="post: 2198803" data-attributes="member: 172"><p>This may echo what Crothian said, but I'd try to hold on to generic utility as long as possible.</p><p></p><p>A few examples of how you can do this:</p><p>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.</p><p>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.</p><p></p><p>FWIW, Xxyth are making an appearance as far realm/chaos creatures in my planar game. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Psion, post: 2198803, member: 172"] 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. ;) [/QUOTE]
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