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How much detail for published campaign settings?
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<blockquote data-quote="gamerprinter" data-source="post: 5828341" data-attributes="member: 50895"><p>For me, it is the detail, but not necessarily detailed sites, which as you say, the discovery while playing the setting is more exciting when you don't know what's over every hill. The fact that you might already know what is at any specific location due to the map, and provided gazetteer, in some ways mitigates the possibility of discovery, thus lessening the quality of the setting. For me it's cultural detail that makes a setting, so you better understand the races, nations and politics of a given region. Not so much <strong>what</strong> is at a location, but <strong>who</strong> and <strong>why</strong>.</p><p> </p><p>I've created (and continue to create) a very detailed setting, detailed in the way I describe above. <strong><a href="http://rpg.drivethrustuff.com/product_info.php?products_id=96764" target="_blank">Kaidan: a Japanese Ghost Story</a></strong> setting is a feudal Japan/Asian horror setting in many ways like Ravenloft, but with it's own twists not like any other setting out there. Kaidan has it's own cosmology (Kaidan is almost a demi universe that is directly connected to the prime material plane, but not to standard cosmology.) Death and rebirth in Kaidan is unique to Kaidan and does not work as it does anywhere else.</p><p> </p><p>While there is a detailed map of the island archipelago empire, not every interesting place over every hill is described. Rather major towns and cities, provincial borders, provincial capitals and the imperial capital. Certain non-human communities are described. Mountain ranges, forests, are named, each containing their own legends, but not "X" marks the spot where to find any specific thing.</p><p> </p><p>Culturally, Kaidan is authentic to Japanese culture, folklore, ghost stories and legend - much more so than Kara-Tur, Rokugan or many other distinctly oriental settings.</p><p> </p><p>All the reviewers of the setting and adventures say Kaidan is very rich in detail, and while I agree, it's also not the kind of detail that mitigates exploration and discovery, so I think it meets your definition of a great campaign setting.</p><p> </p><p>I'm not trying to sell you on Kaidan, so much, as explain how this setting is distinct, and since I've spent 3 years developing it, after many years of contemplating of it, and now it's published - I can only reflect what I've put in it, to know why it's meets your standards that you seek.</p></blockquote><p></p>
[QUOTE="gamerprinter, post: 5828341, member: 50895"] For me, it is the detail, but not necessarily detailed sites, which as you say, the discovery while playing the setting is more exciting when you don't know what's over every hill. The fact that you might already know what is at any specific location due to the map, and provided gazetteer, in some ways mitigates the possibility of discovery, thus lessening the quality of the setting. For me it's cultural detail that makes a setting, so you better understand the races, nations and politics of a given region. Not so much [B]what[/B] is at a location, but [B]who[/B] and [B]why[/B]. I've created (and continue to create) a very detailed setting, detailed in the way I describe above. [B][URL="http://rpg.drivethrustuff.com/product_info.php?products_id=96764"]Kaidan: a Japanese Ghost Story[/URL][/B] setting is a feudal Japan/Asian horror setting in many ways like Ravenloft, but with it's own twists not like any other setting out there. Kaidan has it's own cosmology (Kaidan is almost a demi universe that is directly connected to the prime material plane, but not to standard cosmology.) Death and rebirth in Kaidan is unique to Kaidan and does not work as it does anywhere else. While there is a detailed map of the island archipelago empire, not every interesting place over every hill is described. Rather major towns and cities, provincial borders, provincial capitals and the imperial capital. Certain non-human communities are described. Mountain ranges, forests, are named, each containing their own legends, but not "X" marks the spot where to find any specific thing. Culturally, Kaidan is authentic to Japanese culture, folklore, ghost stories and legend - much more so than Kara-Tur, Rokugan or many other distinctly oriental settings. All the reviewers of the setting and adventures say Kaidan is very rich in detail, and while I agree, it's also not the kind of detail that mitigates exploration and discovery, so I think it meets your definition of a great campaign setting. I'm not trying to sell you on Kaidan, so much, as explain how this setting is distinct, and since I've spent 3 years developing it, after many years of contemplating of it, and now it's published - I can only reflect what I've put in it, to know why it's meets your standards that you seek. [/QUOTE]
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