Nathal said:
A question for Dungeon Masters:
What information in a campaign setting is essential to your games? How important are imports, exports, population numbers (including demi-human percentages), and other demographic information?
I don't really need to know any of that. If the description for a city says it's a "big city" that's enough for me. What I want are adventure hooks, interesting places to go, interesting adventures to get involved in. Within those things, I don't even really want that much detail. Give me bullet points, I'll flesh out the ideas that I like.
Do any of you feel that the typical campaign setting presents information that goes unused most of the time?
Almost always. The Greyhawk City boxed set is an excellent example of this. Too much info about stuff that's never useful at the table. Too much emphasis on how and why and not enough information about what kind of challenges are around for the PCs to face. The one page adventure cards in that set, on the other hand, are much better and are the only thing I've ever really used out of the whole set.
I'm creating a small regional setting and trying to decide how to seperate the wheat from the chaff. What are the first things you look for when picking up a region of a setting to run adventures in?
Well, the first and absolutely most important thing I look for is a
GREAT map. If the setting comes with a map that's packed with information, nice to look at and easy to use at the table I'll almost certainly be happy with the product. However, doing a "good" map seems to be difficult for a lot of the RPG industry. A "pretty" map isn't enough. I want something that tells me at a glance 1) where the dungeons* are; 2) what the area on the way to the dungeon is like (geography, flora, fauna, etc.); and 3) where the political/social boundaries are. If the map makes it easy for me to insert my own encounter areas without actually drawing on the map (for example, numbers and letters along the axis to designate specific hexes) then that's a definite plus. A map like that will almost certainly make me happy with the product, even if the actual text isn't that great.
The second thing I look for is the density of player options for adventure in an area. If the PCs can go to the Dungeon of Dread one day, explore the Forest of Doom the next and scout out Bandit Island over the weekend, then it's a good area. Players won't get bored and won't feel railroaded and I won't have to spend a lot of time coming up with additional locales to supplement the ones in the setting.
The third thing I look for is creativity and good design. Are the challenges/encounters interesting and unique? Are the descriptions brief and informative (I HATE long-winded explanations of an encounter area that can be summed up in one sentence)? Is the information organized so that it's easy to use at the table, during the game?
Old modules like B2 and X1 are great because they nail every one of those three prerequisites (IMHO).
* - note that by "dungeon" I mean any set piece encounter area.