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I'm writing a setting book. What are your preferences?
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<blockquote data-quote="Blue" data-source="post: 8010496" data-attributes="member: 20564"><p>Pardon, but I'm short on time and only read the opening - I may be repeating what others have said.</p><p></p><p>I like the idea of treating it three times, but I would not take it from the same angle with just level of detail begin the differentiation.</p><p></p><p>I'm down with the two page primer. Make it full of hooks and awesome - something that a player can read and immediately go "I want to adventure HERE" or "my character is from THERE".</p><p></p><p>But after that my next focus would be the Calls to Adventure. What is dynamic and in play that would attract adventurers. This is vital information for both players and DMs to know. This wouldn't, for instance, talk just about the growing divine between the industrialists and the old guard. Instead it would frame up spark points (literal locations or potential events) where the world can change - preferably at the hands of a plucky band of proactive and bold adventurers.</p><p></p><p>An encyclopedic reference section I can understand, but build in secrets or better yet tension. Again, it's a useful thing for about ten minutes of play in an average campaign to know imports and exports - but a more useful thing to know that country Y relies on their grain exports and that country Z has been pressuring those. Instead of repetitive lists of population and vital figures, maybe something unique about each culture that the DM can springboard off to make it come alive - or even just flavor an NPC from there.</p></blockquote><p></p>
[QUOTE="Blue, post: 8010496, member: 20564"] Pardon, but I'm short on time and only read the opening - I may be repeating what others have said. I like the idea of treating it three times, but I would not take it from the same angle with just level of detail begin the differentiation. I'm down with the two page primer. Make it full of hooks and awesome - something that a player can read and immediately go "I want to adventure HERE" or "my character is from THERE". But after that my next focus would be the Calls to Adventure. What is dynamic and in play that would attract adventurers. This is vital information for both players and DMs to know. This wouldn't, for instance, talk just about the growing divine between the industrialists and the old guard. Instead it would frame up spark points (literal locations or potential events) where the world can change - preferably at the hands of a plucky band of proactive and bold adventurers. An encyclopedic reference section I can understand, but build in secrets or better yet tension. Again, it's a useful thing for about ten minutes of play in an average campaign to know imports and exports - but a more useful thing to know that country Y relies on their grain exports and that country Z has been pressuring those. Instead of repetitive lists of population and vital figures, maybe something unique about each culture that the DM can springboard off to make it come alive - or even just flavor an NPC from there. [/QUOTE]
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I'm writing a setting book. What are your preferences?
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