TheCosmicKid
Hero
You can have two out and ready, but you can't attack with both of them on the same round. The two-weapon fighting rules are quite clear on the sizes of weapons allowed.Like dual wielding a pair of two handed weapons?
You can have two out and ready, but you can't attack with both of them on the same round. The two-weapon fighting rules are quite clear on the sizes of weapons allowed.Like dual wielding a pair of two handed weapons?
They do... eventually. They don't absorb all that from your campaign document prior to session one; they absorb it through actual play.
As do I. It was painful for me to change the maps, but once someone pointed out that the larger continent looked a bit like Pac Man, I couldn't unsee it. The second round of changes was mainly to fix a few things that I'd broken with the first remodel. I'm not sure the players even had an opportunity to realize it had been changed, again, but I know and that's one of the dangers of doing too much work up front.Funny, that's one thing I could never get away with. My players adore maps.
Man, some of you have directly opposite experiences from me on this stuff.
IME, most players will care a great deal about any halfway detailed setting that isn't a clone of another setting. They dig into the history of the guild they're a part of, or the kingdom they come from, they remind me of things I've forgotten about the world, even.
This. My two primary players (a.k.a. default leaders) absolutely suck at geography, so maps never stick, even when I print them for the player side of the GM screen. I've had single-campaign players who were otherwise, but not the folks who I've gamed with for 20-25 years. Over the course of things, I would have assumed that the ancient wars that left behind world-shaking artifacts would have sucked PCs in; they only caught one player, in a solo game. Maybe the rich trade city that sits across a mighty straight (imagine if Constantinople had been built across a natural Suez canal, with all the trade implications, housed one of two human arcane colleges, and had been the seat of Roman Church until the truest paladins were driven into the Sahara, converted an empire of hobgoblins and became itinerant knights) -- they've passed through it once and cleared out. The island nation that houses the other human college and has remained studiously neutral for over a millennium? Avoided for 30 years of gaming.They do... eventually. They don't absorb all that from your campaign document prior to session one; they absorb it through actual play.
IME, it's mostly the statistical information most folks gravitate towards, initially. Everyone wants the Dragonmarks and maybe the idea of belonging to a House/faction, but no one actually cares which house is the oldest or what the internal sub-factions are. The halfling wizard wants to cast cure wounds to back up the cleric, but doesn't care about the fluff around why Jorasco is so adamant that you must pay/charge for the service. Players think it's cool to be able to play pseudo-lycanthropes (shifters) and/or Paladins that favor long bows, but don't want to deal with the fluff around the distrust between the two groups.Nope. Not IME.
Whether its a homebrew setting or their first time first time looking at the Eberron players guide, my experience is that they get excited about multiple races and factions and other elements, and first time around, build characters that are bonded to that world in precisely the way you are claiming no players will be first time playing in a setting.
And its it's not just a group, but at least some members of every group I've run with.
The times where it doesnt happen are when the DM assumes they won't care about the history or cultures etc of the setting, and make no effort to help them do so. Even then, there is usually at least one person (other than me) who wants more info during chargen.
IME, it's mostly the statistical information most folks gravitate towards, initially. Everyone wants the Dragonmarks and maybe the idea of belonging to a House/faction, but no one actually cares which house is the oldest or what the internal sub-factions are. The halfling wizard wants to cast cure wounds to back up the cleric, but doesn't care about the fluff around why Jorasco is so adamant that you must pay/charge for the service. Players think it's cool to be able to play pseudo-lycanthropes (shifters) and/or Paladins that favor long bows, but don't want to deal with the fluff around the distrust between the two groups.
You generally get lucky with a few things. The whole table embraces that the Valenar warrior is scary, potentially untrustworthy, and driven by glory even if they don't particularly care about the ancestor worship or other historic aspects. The Phiarlan agent plays up his role as an artist who just happens to be resourceful -- and never actually admits to being a member of the house, let alone Dragonmarked.
I don't think anyone here wants to shut you down on this idea entirely. If you want to run a campaign in your book setting, you can definitely do it. An old friend of mine is a writer, and most of the time when he DMs we play in one of his worlds. It's just with an understanding that this is a slightly alternate version of that world where magic works D&D-style and there are some D&D-specific monsters like otyughs and the party may accidentally kill off very long-running archvillains who are only cameoing in the adventure simply by annoying them to the point of suicide (yeah, he takes "kill your darlings" very seriously). So whatever you do, don't let us stop you from bringing your own stories to life in this game. Just be aware of the necessities of adaptation.But I think it might not be too wise to mix my books with a campaign. Based on your advice, it seems like I, as a writer, might not be flexible enough to make a really good setting out of it.
This. This is the heart of it.It would really be better for me to come into it thinking of it as 'ours' not 'mine'.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.