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Question for players: how much reading is okay before a campaign?
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<blockquote data-quote="scourger" data-source="post: 5388899" data-attributes="member: 12328"><p>Yes, I would read a bunch of pages, but I think most players won't. At least, that's the way it works in my group. So, generally the more concise you can make it the better. One to five pages should be your target. </p><p></p><p>The best success I've had is giving each player a few pages of information that the character knows. That technique has worked for me even with information from a pre-printed source, which is mostly what I use. It is really cool when the players eventually figure out that the characters don't all have the same knowledge base--even though the first couple of parapraphs may be the same--and they start comparing information and figuring out things about the world. I even like to give different players maps of different levels of detail if available and appropriate to their characters' backgorunds (which it usually is (or can be)). </p><p></p><p>The worst implementation I've seen is a "campaign document" that fundamentally changes some aspect(s) of the base game. Players of a certain game come to the table with some existing ideas of what the game is about and how to play it. It is almost inevitable that the house rules will conflict with the base rules in a way that does not favor the players, which will cause problems--possibly campaign-ending problems. Do yourself and them a favor and stick to the core rules. In other words, write all the fluff you want but leave the crunch alone.</p><p></p><p>Hope that helps.</p></blockquote><p></p>
[QUOTE="scourger, post: 5388899, member: 12328"] Yes, I would read a bunch of pages, but I think most players won't. At least, that's the way it works in my group. So, generally the more concise you can make it the better. One to five pages should be your target. The best success I've had is giving each player a few pages of information that the character knows. That technique has worked for me even with information from a pre-printed source, which is mostly what I use. It is really cool when the players eventually figure out that the characters don't all have the same knowledge base--even though the first couple of parapraphs may be the same--and they start comparing information and figuring out things about the world. I even like to give different players maps of different levels of detail if available and appropriate to their characters' backgorunds (which it usually is (or can be)). The worst implementation I've seen is a "campaign document" that fundamentally changes some aspect(s) of the base game. Players of a certain game come to the table with some existing ideas of what the game is about and how to play it. It is almost inevitable that the house rules will conflict with the base rules in a way that does not favor the players, which will cause problems--possibly campaign-ending problems. Do yourself and them a favor and stick to the core rules. In other words, write all the fluff you want but leave the crunch alone. Hope that helps. [/QUOTE]
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Question for players: how much reading is okay before a campaign?
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