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Payn's Ponderings\ The Player's Campaign Guide
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<blockquote data-quote="Retreater" data-source="post: 8679678" data-attributes="member: 42040"><p>I recently used the Paizo Player's Campaign Guide for Extinction Curse in my online PF2 game. I don't think any of the players read it, though they did scan around for good character options.</p><p>Even though I used to like them, I don't think the presentation of a Player's Guide really works in most circumstances. It's like it's presented as a portion of a DM's resource that can be read by players. But players are a different audience, and they don't usually want a mountain of text to describe the setting and NPCs.</p><p>So maybe the best way of presenting the information is kind of like a movie trailer to pump up the players and set expectations? Keep it around 3 minutes and start making characters. When the player tells you something like "I'm interested in the criminal underworld" then the GM can build off that and say "The Red Vipers are a gang you don't want to mess with - has your character had any problems with them?" And then the player can say "actually, I'm a member of the gang." </p><p>That is more valuable than a Player's Guide, in my opinion. A Player's Guide is just a passive resource in most cases. It's what you have to do before you can play.</p></blockquote><p></p>
[QUOTE="Retreater, post: 8679678, member: 42040"] I recently used the Paizo Player's Campaign Guide for Extinction Curse in my online PF2 game. I don't think any of the players read it, though they did scan around for good character options. Even though I used to like them, I don't think the presentation of a Player's Guide really works in most circumstances. It's like it's presented as a portion of a DM's resource that can be read by players. But players are a different audience, and they don't usually want a mountain of text to describe the setting and NPCs. So maybe the best way of presenting the information is kind of like a movie trailer to pump up the players and set expectations? Keep it around 3 minutes and start making characters. When the player tells you something like "I'm interested in the criminal underworld" then the GM can build off that and say "The Red Vipers are a gang you don't want to mess with - has your character had any problems with them?" And then the player can say "actually, I'm a member of the gang." That is more valuable than a Player's Guide, in my opinion. A Player's Guide is just a passive resource in most cases. It's what you have to do before you can play. [/QUOTE]
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