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How many books should a game setting require?
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<blockquote data-quote="grimwell" data-source="post: 325641" data-attributes="member: 3694"><p>A campaign setting should require just two books, one for players and another for DM's.</p><p></p><p>The players book should provide a very brief synopsis/snapshot of the world as they enter it. General information on who is from where and what they are like. It should then go into detail on any new player classes, PRC's, gear, spells, etc. Everything a player would need to know to build a setting specific character should be inserted. The book should be relatively short, softbound, and priced to be affordable. Margin based on volume.</p><p></p><p>The DM's book should be much more detailed as to the story of the setting and the details/backstory that make it different from any other setting. Information on the relations between major NPC groups should be found, as well as good detail on the smaller bits of incidental knowledge. Detail and attention should be given to any new rules/systems that are specific to the setting as well. Additionally any new magic items/artifacts should be detailed, and a special section on monsters should be put in. A one stop clearing house for everything a DM would need to run the game should be composed in a single volume. Hardbound, with a higher price that gives profit on every sell (sincee the run should be smaller to reflect that only DM's need to buy it).</p><p></p><p>I loved the one book treatment for Wheel of Time and can see how that probably gives the publisher the most bang for their buck, but hate that all the DM information is right there next to the player bits. Mystery and suspense are good things, and thats why I'd rather have a shorter players guide as a companion to the DM's book.</p></blockquote><p></p>
[QUOTE="grimwell, post: 325641, member: 3694"] A campaign setting should require just two books, one for players and another for DM's. The players book should provide a very brief synopsis/snapshot of the world as they enter it. General information on who is from where and what they are like. It should then go into detail on any new player classes, PRC's, gear, spells, etc. Everything a player would need to know to build a setting specific character should be inserted. The book should be relatively short, softbound, and priced to be affordable. Margin based on volume. The DM's book should be much more detailed as to the story of the setting and the details/backstory that make it different from any other setting. Information on the relations between major NPC groups should be found, as well as good detail on the smaller bits of incidental knowledge. Detail and attention should be given to any new rules/systems that are specific to the setting as well. Additionally any new magic items/artifacts should be detailed, and a special section on monsters should be put in. A one stop clearing house for everything a DM would need to run the game should be composed in a single volume. Hardbound, with a higher price that gives profit on every sell (sincee the run should be smaller to reflect that only DM's need to buy it). I loved the one book treatment for Wheel of Time and can see how that probably gives the publisher the most bang for their buck, but hate that all the DM information is right there next to the player bits. Mystery and suspense are good things, and thats why I'd rather have a shorter players guide as a companion to the DM's book. [/QUOTE]
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