Cergorach
The Laughing One
I was thinking about fantasy cities, books about fantasy cities, making fantasy cities, and how to make them great. One of the things i find strange about most products about fantasy cities is that the book combines info from both the players point of view (POV) and the DMs POV. City books are not unique in that regard, but i'll stay with subject of cities for now. The poll is about what you want from a city product and how you want it presented.
A combined city product for both player and DM: The 'traditional' city product, that not only tells you that where the thief guild hall is and who the guild master is, but also stats him out in the same page as the one that describes what the criminality is in the city.
Seperate city products, one for the player and one for the DM: The players guide tells you what the criminality is like in the city, some rumours that are common knowledge. The DMs guide tells the exact thief guild structure, who's the boss, what his stats are and what kind of unique magical items he has and what they do.
My own opinion:
I often find myself looking at a cool setting book (in this case a city book) and thinking to myself "This would be wonderfull to use in my campaign!" Then i realise that a lot of info that is cool and great will only stay cool and great if the players weren't aware of it from the start (because it isn't common knowledge), so giving them the book to read isn't an option because that would defeat the point of using the it in the first place. But if i don't then the cool stuff that is comon knowledge is lost to the players, unless i get creative with some OCR software and start cutting and pasting usefull info into a player info booklet, but often this is just more trouble then it's worth.
A combined city product for both player and DM: The 'traditional' city product, that not only tells you that where the thief guild hall is and who the guild master is, but also stats him out in the same page as the one that describes what the criminality is in the city.
Seperate city products, one for the player and one for the DM: The players guide tells you what the criminality is like in the city, some rumours that are common knowledge. The DMs guide tells the exact thief guild structure, who's the boss, what his stats are and what kind of unique magical items he has and what they do.
My own opinion:
I often find myself looking at a cool setting book (in this case a city book) and thinking to myself "This would be wonderfull to use in my campaign!" Then i realise that a lot of info that is cool and great will only stay cool and great if the players weren't aware of it from the start (because it isn't common knowledge), so giving them the book to read isn't an option because that would defeat the point of using the it in the first place. But if i don't then the cool stuff that is comon knowledge is lost to the players, unless i get creative with some OCR software and start cutting and pasting usefull info into a player info booklet, but often this is just more trouble then it's worth.
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