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How many books should a game setting require?
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<blockquote data-quote="Zappo" data-source="post: 326379" data-attributes="member: 633"><p>IMO a setting should ideally have:</p><ol> <li data-xf-list-type="ol">A fairly big book containing everything the DM needs to start a campaign. That is, a map, historical, geographical and political information (with particular detail on the area where the campaign is supposed to start), important NPCs, all the most common monsters and the most famous uncommon ones, and the most important new PrCs, feats, spells etcetera. All the information that pertains to the whole world.</li> <li data-xf-list-type="ol">A slim book containing information for the players. That is, an underdetailed map, simplified history, short geopolitical info, and rumors, common knowledge, legends, or outright lies about notable NPCs, creatures and organizations.</li> <li data-xf-list-type="ol">A number of relatively slim books, around 100-120 pages, each detailing a geographical area. They should include detailed history and geopolitical info on that area, all the factions, all the relevant NPCs, everything. Including PrCs, feats, or whatever else is needed to represent those things. Oh, and also all monsters native to that area. The exact number of such books depends of course on the level of detail the authors desire. If they want a lot of details, they will need to make books about relatively small areas, and thus a lot of them. If they want less detail, they will make books about larger areas, reducing their number.</li> </ol><p>That's handy for players and DMs alike. It's easy to find references, you don't need to lug around more books than what you are going to need, and player info can be given easily in the form of the small booklet.</p></blockquote><p></p>
[QUOTE="Zappo, post: 326379, member: 633"] IMO a setting should ideally have: [list=1] [*]A fairly big book containing everything the DM needs to start a campaign. That is, a map, historical, geographical and political information (with particular detail on the area where the campaign is supposed to start), important NPCs, all the most common monsters and the most famous uncommon ones, and the most important new PrCs, feats, spells etcetera. All the information that pertains to the whole world. [*]A slim book containing information for the players. That is, an underdetailed map, simplified history, short geopolitical info, and rumors, common knowledge, legends, or outright lies about notable NPCs, creatures and organizations. [*]A number of relatively slim books, around 100-120 pages, each detailing a geographical area. They should include detailed history and geopolitical info on that area, all the factions, all the relevant NPCs, everything. Including PrCs, feats, or whatever else is needed to represent those things. Oh, and also all monsters native to that area. The exact number of such books depends of course on the level of detail the authors desire. If they want a lot of details, they will need to make books about relatively small areas, and thus a lot of them. If they want less detail, they will make books about larger areas, reducing their number. [/list] That's handy for players and DMs alike. It's easy to find references, you don't need to lug around more books than what you are going to need, and player info can be given easily in the form of the small booklet. [/QUOTE]
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How many books should a game setting require?
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