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General Tabletop Discussion
*Pathfinder & Starfinder
Modules and the right amount of setting detail
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<blockquote data-quote="howandwhy99" data-source="post: 6270686" data-attributes="member: 3192"><p>This is tricky and probably going to be different for everyone. A lot of what counts as setting material is really more higher level module material for me. I mean, cultural details are setting material, but also how locals act within the module. Not to mention what monsters are around, what equipment and treasure is available, what climates and terrains, and so on. I think calendars, currency, and metric systems tend to be more setting than adventure, but then I could see it the other way too. </p><p></p><p>Here's my answer: Stuff that's not directly related to the classes the game supports is setting material, but settings should still be in the game. A published module probably has to presume some setting material. But what would be really interesting is a module that breaks out how climate and terrain, culture, and so on could be swapped out for module placement in a custom campaign world. Then extra material might truly be seen as extra.</p><p></p><p>What do you think is the difference between setting material and adventure material? What is setting material and what is module material for you?</p><p></p><p>What kind of game do you run? Long campaigns? Adventure path? Sandbox? Something else? This gets into gaming styles.</p><p></p><p>What role do you see the setting serving in the game? In support of modules? In affecting different adventure designs? Is it more game? Is it purely backdrop?</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 6270686, member: 3192"] This is tricky and probably going to be different for everyone. A lot of what counts as setting material is really more higher level module material for me. I mean, cultural details are setting material, but also how locals act within the module. Not to mention what monsters are around, what equipment and treasure is available, what climates and terrains, and so on. I think calendars, currency, and metric systems tend to be more setting than adventure, but then I could see it the other way too. Here's my answer: Stuff that's not directly related to the classes the game supports is setting material, but settings should still be in the game. A published module probably has to presume some setting material. But what would be really interesting is a module that breaks out how climate and terrain, culture, and so on could be swapped out for module placement in a custom campaign world. Then extra material might truly be seen as extra. What do you think is the difference between setting material and adventure material? What is setting material and what is module material for you? What kind of game do you run? Long campaigns? Adventure path? Sandbox? Something else? This gets into gaming styles. What role do you see the setting serving in the game? In support of modules? In affecting different adventure designs? Is it more game? Is it purely backdrop? [/QUOTE]
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Modules and the right amount of setting detail
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