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What do you want from a campaign setting?
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<blockquote data-quote="jaldaen" data-source="post: 2765865" data-attributes="member: 214"><p>What would the chapter layout of your ultimate campaign setting book look like? What are the neccessary elements of the book (unique rules, geography, history, organizations, npc's, current events, introductory adventure, etc...)? Which elements do you prefer a setting focus on? Do you prefer to have a campaign setting book that deals in generalities of the setting and allows you to fill in the details to your liking or do you prefer a setting that details specifics and has a define storyline? Do you prefer a campaign setting that is stand alone or one that can be integrated into other campaign settings and allows for both campaign length and side-trek adventures? Do you prefer a campaign setting book that includes clearly deliniated players' (focused on new rules and includes general setting information) and GMs' sections (focused on running a campaign and includes adventure hooks, npc's and their plots, ect)? Or do you prefer having sidebars with campaign hooks, rumors, etc... in player focused chapters?</p><p></p><p>Would you be interested in a setting "almanac" laying out the important events and short adventure ideas for a year's worth of setting time (ala Mystara's Poor Wizard's Almanac)? If interested, should the first year be part of the campaign setting book (with increased cost), or as a seperate product? Also what would you want from such a book? If not interested, why and what might make such a book worth-while? What about shorter quarterly updates to the setting laying out a few months worth of events and adventure possibilities for the setting? Would you be more or less inclined to buy such a product?</p><p></p><p>Do you buy campaign settings as a player? If so, what makes you pick up a setting? If not, what would make you pick up a setting? </p><p></p><p>Any other ideas or suggestions on what you want from a campaign setting? I'm all ears... and I'm likely to impliment a few ideas in a future products ;-)</p></blockquote><p></p>
[QUOTE="jaldaen, post: 2765865, member: 214"] What would the chapter layout of your ultimate campaign setting book look like? What are the neccessary elements of the book (unique rules, geography, history, organizations, npc's, current events, introductory adventure, etc...)? Which elements do you prefer a setting focus on? Do you prefer to have a campaign setting book that deals in generalities of the setting and allows you to fill in the details to your liking or do you prefer a setting that details specifics and has a define storyline? Do you prefer a campaign setting that is stand alone or one that can be integrated into other campaign settings and allows for both campaign length and side-trek adventures? Do you prefer a campaign setting book that includes clearly deliniated players' (focused on new rules and includes general setting information) and GMs' sections (focused on running a campaign and includes adventure hooks, npc's and their plots, ect)? Or do you prefer having sidebars with campaign hooks, rumors, etc... in player focused chapters? Would you be interested in a setting "almanac" laying out the important events and short adventure ideas for a year's worth of setting time (ala Mystara's Poor Wizard's Almanac)? If interested, should the first year be part of the campaign setting book (with increased cost), or as a seperate product? Also what would you want from such a book? If not interested, why and what might make such a book worth-while? What about shorter quarterly updates to the setting laying out a few months worth of events and adventure possibilities for the setting? Would you be more or less inclined to buy such a product? Do you buy campaign settings as a player? If so, what makes you pick up a setting? If not, what would make you pick up a setting? Any other ideas or suggestions on what you want from a campaign setting? I'm all ears... and I'm likely to impliment a few ideas in a future products ;-) [/QUOTE]
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