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I'm writing a setting book. What are your preferences?
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<blockquote data-quote="NotAYakk" data-source="post: 8011883" data-attributes="member: 72555"><p>The point of a setting guide is to save me work where I'm going to play the game.</p><p></p><p>I don't first pick "I'm going to play on world X" then decide where in world X I want to play, which is what you seem to be describing.</p><p></p><p>I'm looking for a setting that has stuff to help me run a game in that setting. I don't need a shallow description of 50 places I'm not going to be playing the game in. With that shallow description of 50 places, I might pick one of them -- and then the other 49 shallow descriptions are distant background fluff. 98% of the book is now less useful.</p><p></p><p>And the 2% I'm playing in, well, all I have is a shallow description of the area.</p><p></p><p>A book that spent 20% of its content doing a shallow description of the world, then took 1 to 3 areas and gave a deep description, would mean when I play in those 1 to 3 areas <strong>I have more help from the book</strong>. The fact that the 98% of the world I'm not playing in has an even shallower description isn't, in a sense, my problem. If a king falls in a faraway kingdom, and nobody is playing a PC there, does he make a sound?</p><p></p><p>I'm not talking about <strong>an adventure</strong> in the highly detailed area. But I'm talking NPCs to interact with, connections between those NPCs, rumours and plot hooks, crisis that could develop, how that interacts with other higher detailed areas, maps of points of interest, factions and rivalries.</p><p></p><p>I'd have to assume Players will read it as well; so less "Alice is planning on killing the King" and more "Alice is ambitious. There are some who think she has connections to the underdark or unseelee courts" (which could be true or false!) and "If the King is assassinated, what could happen".</p><p></p><p>Or heck, potential Dungeon World style "fronts" that a DM could pick up for an area.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 8011883, member: 72555"] The point of a setting guide is to save me work where I'm going to play the game. I don't first pick "I'm going to play on world X" then decide where in world X I want to play, which is what you seem to be describing. I'm looking for a setting that has stuff to help me run a game in that setting. I don't need a shallow description of 50 places I'm not going to be playing the game in. With that shallow description of 50 places, I might pick one of them -- and then the other 49 shallow descriptions are distant background fluff. 98% of the book is now less useful. And the 2% I'm playing in, well, all I have is a shallow description of the area. A book that spent 20% of its content doing a shallow description of the world, then took 1 to 3 areas and gave a deep description, would mean when I play in those 1 to 3 areas [b]I have more help from the book[/b]. The fact that the 98% of the world I'm not playing in has an even shallower description isn't, in a sense, my problem. If a king falls in a faraway kingdom, and nobody is playing a PC there, does he make a sound? I'm not talking about [b]an adventure[/b] in the highly detailed area. But I'm talking NPCs to interact with, connections between those NPCs, rumours and plot hooks, crisis that could develop, how that interacts with other higher detailed areas, maps of points of interest, factions and rivalries. I'd have to assume Players will read it as well; so less "Alice is planning on killing the King" and more "Alice is ambitious. There are some who think she has connections to the underdark or unseelee courts" (which could be true or false!) and "If the King is assassinated, what could happen". Or heck, potential Dungeon World style "fronts" that a DM could pick up for an area. [/QUOTE]
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I'm writing a setting book. What are your preferences?
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