WayneLigon
Adventurer
Your DM has a cool idea for a new campaign. He's either written some setting material himself, or purchased a setting that he thinks will rock. He's told you the basic gist of the game, but he'd like each of the players to read some material before making characters. How much would you be willing to read, if you're the player, not the DM?
I suppose that depends on how much the campaign setting diverges from what one might call 'standard D&D' in feel and tone. The minimum I'd expect would be a concise one-page layout of the basic premise of the campaign, and what races or classes will not work well in it (and of course, which ones are preferred), and common house rules. If elves live in trees, are magical, and wear a lot of green and white - probably no reason to give me any verbage on them. if they are nine feet tall, always evil, and always have a level of Sorcerer - then I better have some writeup on that.
For most common 'standard D&D' games, I'd be comfortable with up to ten pages but most could probably eak it out in two or three. It could be more, if we're looking at eventually doing a lot of travelling.
I think Gygax said that the 60-some-odd pages of the first Greyhawk book represented the minimum of work a GM should put into a campaign. Say whatever else you might like about the setting, that book a textbook on how to put together a consise worldbook. You have a basic history, and enough of a sketch of each country to get a hook into playing someone from there. Simple calendar, some racial changes, gods, powers, etc, done. In other words, something done as a reference book rather than assuming you're going to read it cover to cover. You'll dip in, pick out some salient points and then read about your general area - then put it down.