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Question for players: how much reading is okay before a campaign?
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<blockquote data-quote="Theo R Cwithin" data-source="post: 5390712" data-attributes="member: 75712"><p>I top out at around 5 pages, both with respect to what I'll read as a player, and what I'll distribute as a GM (assuming a homebrew campaign). </p><p></p><p>[1] a (half)page of overall campaign info, the hook, and major houserules that heavily impact the game. </p><p>[2] a page or so about the starting locale and immediate vicinity, including, notable NPCs, general layout of the place, local legends and rough social structure.</p><p>[3] a (half) page of what every average joe knows or understands about the world at large. </p><p></p><p>Ideally that's enough to help a player develop a basic character concept. When the player has an idea for the PC, then he gets</p><p></p><p>[4] a page or so of info specific to the (type of) PC, namely NPCs, places and organizations that PC is likely to be familiar with; as well as other relevant info that might aid the player in fleshing out the character. In addition, I think it's appropriate to here suggest that the player is free to invent details about the world (again, assuming a homebrew) if he wants.</p><p></p><p>My thought is that a player (especially at low levels) doesn't need to know a lot of nitty-gritty politics or ancient history or comparative theology or world geography at the beginning of the campaign UNLESS the <em>character</em> also needs to know it. That said, I also think it's important for any player who <em>wants</em> that kind of info to be able to get it from the GM-- or even help the GM create it, if appropriate. </p><p></p><p>In general, it just seems to me that a player's investment in the campaign (and to some extent, even the GM's) should be made in bits, from the bottom up, rather than entirely upfront. To each his own, though!</p></blockquote><p></p>
[QUOTE="Theo R Cwithin, post: 5390712, member: 75712"] I top out at around 5 pages, both with respect to what I'll read as a player, and what I'll distribute as a GM (assuming a homebrew campaign). [1] a (half)page of overall campaign info, the hook, and major houserules that heavily impact the game. [2] a page or so about the starting locale and immediate vicinity, including, notable NPCs, general layout of the place, local legends and rough social structure. [3] a (half) page of what every average joe knows or understands about the world at large. Ideally that's enough to help a player develop a basic character concept. When the player has an idea for the PC, then he gets [4] a page or so of info specific to the (type of) PC, namely NPCs, places and organizations that PC is likely to be familiar with; as well as other relevant info that might aid the player in fleshing out the character. In addition, I think it's appropriate to here suggest that the player is free to invent details about the world (again, assuming a homebrew) if he wants. My thought is that a player (especially at low levels) doesn't need to know a lot of nitty-gritty politics or ancient history or comparative theology or world geography at the beginning of the campaign UNLESS the [I]character[/I] also needs to know it. That said, I also think it's important for any player who [I]wants[/I] that kind of info to be able to get it from the GM-- or even help the GM create it, if appropriate. In general, it just seems to me that a player's investment in the campaign (and to some extent, even the GM's) should be made in bits, from the bottom up, rather than entirely upfront. To each his own, though! [/QUOTE]
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