Michael Morris
First Post
I've begun work on the 4th iteration of the Player's Guide of my setting, and I've set some goals for it. Comments welcome of course, this is more a list of objectives for what I wish to accomplish with the book and a partial outline of it.
Anyway, for those not familiar with Dusk, it is a campaign setting I've been hawking since Internet time immemorable it seems. Anyway, I've begun rewriting the Player's Guide a 4th time. This time I had a couple of goals
1) Actually finish the damn thing. Dusk III was never truly finished.
2) Write about what interests me and what I feel is important to the setting. 3) Stop worrying about supplying crunchy bits in the book. Add what is necessary, and leave the rest out.
With those things in mind I began to thing about what was unique about my setting. For awhile I had lamented it as "yet another generic fantasy setting." Then, while I was paging through Eberron I noticed something.
Each setting that's came out in the last year or so has tried to outweird what came before it. While that's all fine and well, this pursuit of the prevailing zeitgeist has led to a lot of settings with real short support lives. I've been supporting my setting, on and off, for 8 years now. I paged through the older Player's Guide and looked for what it had that nothing else has - and at long last I found it.
You know, it's kind of weird to finally listen to yourself after 8 years. What makes Dusk unique has been in front of me for some time. Simply put, it is an "intimate" setting. What I mean by this is all the materials I've written have stressed to players that they should flesh out their characters to quite a bit of intimate details. Things that other settings gloss over, if they touch at all, has long been something I love to write about.
And so now I know, and the fun part is - now that I know what I want to write about Dusk 4 has already proven to be much easier to prepare.
I haven't started completely from scratch - I've kept large swatches of 3, but instead of concentrating on yet more prestige classes and other crunch, I'm going to detail the cultures and societies of my world and do it in a manner that ignites my player's creative fires and is fun to read.
For the first time I have a group I'm writing this book for. The Guide must introduce them to the setting on my terms.
And it's been fun. Here's the current outline.
Introduction
Chapter 1: Character Creation
- Ability Scores
-- What Ability Scores Mean
- Character Races
-- Female Halflings
- Character Classes
- Skills
-- Rolling 1 and 20
-- Proficiency
-- Checks without Rolls
-- Skill Descriptions
- Feats
- Alignment
-- Alignment's Effects
- Description
-- Eyes & Face
-- Gender
-- Race
-- Age
-- Movement
-- Clothing
-- Distinguishing Marks
-- Voice
-- Strengths & Weaknesses
-- Likes & Dislikes
-- Mental Problems
-- History
-- Character & Campaign History
-- Homeland
-- Parents
-- Contemporaries
-- Childhood
-- Role Models
-- Other Prior Events
-- Enemies & Allies
-- Birthdays & Anniversaries
-- Goals
-- Reaching Goals
- Creativity Spurs
Chapter 2: Playing the Role
- Physical Action
- The Truth of the Moment
- Externals
- Rules of Improv
- Physical Contact Rule
- Encounters
- Warm Up Technique
- The Emotional Trap
- The Myth of Character
- Play Nice
Chapter 3: The Human World
- A. The Telzoan World
-- Life & Death
-- Wealth & Trade
-- Nobles & Commoners
-- Riot & Disorder
-- Legal Status of Women
-- The Telzoan's and "Others"
-- Magic & Miracles
- B. History
-- Origins of the Peoples
-- The High King
-- Division of the Empire
-- Attempts at Reunification & Conquest
-- The Rise of Pentalism
- C. The Natural World
-- The Heavens
-- Myths of the Heavens
-- The Seasons
-- Myths of the Seasons
-- Natural Disasters
-- Myths of Disasters
- D. The Social World
-- Feudalism in Telzoa
-- Family & Kinship
-- Address & Title
-- Customs
--- The Rituals of Birth
--- The Rites of Passage to Adulthood
--- The Rites of Marriage
--- Funeral Rites
-- E. Character Classes Among Humans
--- Barbarians...
-- F. The Spiritual World
--- The Religion of Telensitary
--- The Religion of Pentalism
--- The Listralan Way
Chapter 4. The Elven World
- A. Elven Physiology
-- Sense of Sight
-- Sense of Hearing
-- Extrasensory Ability
-- Longevity
-- Eustral Cycle
- B. The Elven World
-- Life & Death
-- Wealth & Trade
-- Seelie & Unseelie
-- She-elves
-- The Elves' and "Others"
-- Magic
- B. History
etc. for each race.
Anyway, for those not familiar with Dusk, it is a campaign setting I've been hawking since Internet time immemorable it seems. Anyway, I've begun rewriting the Player's Guide a 4th time. This time I had a couple of goals
1) Actually finish the damn thing. Dusk III was never truly finished.
2) Write about what interests me and what I feel is important to the setting. 3) Stop worrying about supplying crunchy bits in the book. Add what is necessary, and leave the rest out.
With those things in mind I began to thing about what was unique about my setting. For awhile I had lamented it as "yet another generic fantasy setting." Then, while I was paging through Eberron I noticed something.
Each setting that's came out in the last year or so has tried to outweird what came before it. While that's all fine and well, this pursuit of the prevailing zeitgeist has led to a lot of settings with real short support lives. I've been supporting my setting, on and off, for 8 years now. I paged through the older Player's Guide and looked for what it had that nothing else has - and at long last I found it.
You know, it's kind of weird to finally listen to yourself after 8 years. What makes Dusk unique has been in front of me for some time. Simply put, it is an "intimate" setting. What I mean by this is all the materials I've written have stressed to players that they should flesh out their characters to quite a bit of intimate details. Things that other settings gloss over, if they touch at all, has long been something I love to write about.
And so now I know, and the fun part is - now that I know what I want to write about Dusk 4 has already proven to be much easier to prepare.
I haven't started completely from scratch - I've kept large swatches of 3, but instead of concentrating on yet more prestige classes and other crunch, I'm going to detail the cultures and societies of my world and do it in a manner that ignites my player's creative fires and is fun to read.
For the first time I have a group I'm writing this book for. The Guide must introduce them to the setting on my terms.
And it's been fun. Here's the current outline.
Introduction
Chapter 1: Character Creation
- Ability Scores
-- What Ability Scores Mean
- Character Races
-- Female Halflings
- Character Classes
- Skills
-- Rolling 1 and 20
-- Proficiency
-- Checks without Rolls
-- Skill Descriptions
- Feats
- Alignment
-- Alignment's Effects
- Description
-- Eyes & Face
-- Gender
-- Race
-- Age
-- Movement
-- Clothing
-- Distinguishing Marks
-- Voice
-- Strengths & Weaknesses
-- Likes & Dislikes
-- Mental Problems
-- History
-- Character & Campaign History
-- Homeland
-- Parents
-- Contemporaries
-- Childhood
-- Role Models
-- Other Prior Events
-- Enemies & Allies
-- Birthdays & Anniversaries
-- Goals
-- Reaching Goals
- Creativity Spurs
Chapter 2: Playing the Role
- Physical Action
- The Truth of the Moment
- Externals
- Rules of Improv
- Physical Contact Rule
- Encounters
- Warm Up Technique
- The Emotional Trap
- The Myth of Character
- Play Nice
Chapter 3: The Human World
- A. The Telzoan World
-- Life & Death
-- Wealth & Trade
-- Nobles & Commoners
-- Riot & Disorder
-- Legal Status of Women
-- The Telzoan's and "Others"
-- Magic & Miracles
- B. History
-- Origins of the Peoples
-- The High King
-- Division of the Empire
-- Attempts at Reunification & Conquest
-- The Rise of Pentalism
- C. The Natural World
-- The Heavens
-- Myths of the Heavens
-- The Seasons
-- Myths of the Seasons
-- Natural Disasters
-- Myths of Disasters
- D. The Social World
-- Feudalism in Telzoa
-- Family & Kinship
-- Address & Title
-- Customs
--- The Rituals of Birth
--- The Rites of Passage to Adulthood
--- The Rites of Marriage
--- Funeral Rites
-- E. Character Classes Among Humans
--- Barbarians...
-- F. The Spiritual World
--- The Religion of Telensitary
--- The Religion of Pentalism
--- The Listralan Way
Chapter 4. The Elven World
- A. Elven Physiology
-- Sense of Sight
-- Sense of Hearing
-- Extrasensory Ability
-- Longevity
-- Eustral Cycle
- B. The Elven World
-- Life & Death
-- Wealth & Trade
-- Seelie & Unseelie
-- She-elves
-- The Elves' and "Others"
-- Magic
- B. History
etc. for each race.