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Question for players: how much reading is okay before a campaign?
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<blockquote data-quote="Man in the Funny Hat" data-source="post: 5389376" data-attributes="member: 32740"><p>To plumb your potential players interest in your setting at all you need a single sentence or at most a short paragraph: "It's Steampunk meets Star Wars," or, "In a world where demons stalk the streets like wolves in a forest, mortal man must be a very, VERY clever and careful sheep."</p><p> </p><p>If players have agreed to be further tempted it should be ONE page of general description of the sorts of adventures and mood you're anticipating.</p><p> </p><p>Once players agree completely to give it a go, less is more. List the deities, classes, races, PrC's, etc. that they will need to know when making their character creation choices. Don't give them the world's history from the dawn of time - just give them the highlights of what they will need to know to BEGIN playing. If you feel your players have to be deeply indoctrinated into the details of your game world before they can even roll up characters you're asking a LOT of your players. Get them PLAYING. Reserve the extensive world descriptions for when it's needed or otherwise just reveal it gradually - as you would do any <em>standard</em>-fantasy setting.</p></blockquote><p></p>
[QUOTE="Man in the Funny Hat, post: 5389376, member: 32740"] To plumb your potential players interest in your setting at all you need a single sentence or at most a short paragraph: "It's Steampunk meets Star Wars," or, "In a world where demons stalk the streets like wolves in a forest, mortal man must be a very, VERY clever and careful sheep." If players have agreed to be further tempted it should be ONE page of general description of the sorts of adventures and mood you're anticipating. Once players agree completely to give it a go, less is more. List the deities, classes, races, PrC's, etc. that they will need to know when making their character creation choices. Don't give them the world's history from the dawn of time - just give them the highlights of what they will need to know to BEGIN playing. If you feel your players have to be deeply indoctrinated into the details of your game world before they can even roll up characters you're asking a LOT of your players. Get them PLAYING. Reserve the extensive world descriptions for when it's needed or otherwise just reveal it gradually - as you would do any [I]standard[/I]-fantasy setting. [/QUOTE]
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Question for players: how much reading is okay before a campaign?
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