Kilmore
First Post
You as the DM have prepared for your brand new campaign using the SMURFWORLD campaign setting put out by Lisence Pirates, Inc. You have the SMURFWORLD game setting book, the SMURFWORLD gazateer book which has some nifty prestige classes and a bit of equipment you think the players would like, Gargomel's Guide to Magic for some vital spells, the SMURFWORLD Varmint Volume featuring Azrael, and the suppliment that has rules for creating Smurfettes, as per tonight's host's girlfriend's insistence (she's been pestering you to let her play one all summer). You just hope Arlo remembers to bring his "Handy Smurf's Equipment Guide" that you couldn't afford yourself.
How much is too much?
It would be nice if everything one needed to play in a particular world fit neatly into one tidy book. But realistically, that would be one darn hefty book to contain a worthwhile setting.
Let's face it. Game companies can't make the hearty chunk they can be making on modules alone. They need books with meaty goodness in them and they need to keep them rolling if they are to exploit a setting's potential. While this may sound a bit mercenary, game companies need to make money to survive, and unfortunately, many fine companies that had good things to offer have not been able to meet the bottom line and had to fold.
In other cases (RIFTS being an example), a campaign world starts off with a vague direction when the setting book is released, and gets developed more as sourcebooks are created. These sourcebooks, of course contain character classes and other nifty things that justify toting them along on game day.
Keeping this in mind, what is a good balance between having enough information to keep things interesting and having to buy a shelf and back cracking library of books to keep up to speed on the campaign setting?
How much is too much?
It would be nice if everything one needed to play in a particular world fit neatly into one tidy book. But realistically, that would be one darn hefty book to contain a worthwhile setting.
Let's face it. Game companies can't make the hearty chunk they can be making on modules alone. They need books with meaty goodness in them and they need to keep them rolling if they are to exploit a setting's potential. While this may sound a bit mercenary, game companies need to make money to survive, and unfortunately, many fine companies that had good things to offer have not been able to meet the bottom line and had to fold.
In other cases (RIFTS being an example), a campaign world starts off with a vague direction when the setting book is released, and gets developed more as sourcebooks are created. These sourcebooks, of course contain character classes and other nifty things that justify toting them along on game day.
Keeping this in mind, what is a good balance between having enough information to keep things interesting and having to buy a shelf and back cracking library of books to keep up to speed on the campaign setting?