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What does a setting need to be "supported"
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<blockquote data-quote="Remathilis" data-source="post: 7526340" data-attributes="member: 7635"><p>So all the talk about Ravnica, Eberron, and future campaign settings WotC might be releasing in 2019 has got me thinking; what is the minimum requirements for a setting to be supported? What elements are needed for a setting to be considered “usable”, let alone complete. Maps, races, monsters, geographic info, etc? What does a good setting need before you’d consider running it.</p><p>Please vote for the things a setting would need before you would consider using it. That is, any setting guide for a new or classic setting would need the following info for you to consider it “supported” in 5e without referring to outside or older-edition sources; its usable “as is”.</p><p>Options Include:</p><p></p><ul> <li data-xf-list-type="ul">World Map: A map of the entire world, or at least the entire known world.</li> <li data-xf-list-type="ul">Races: New races plus where any existing races do/don’t fit.</li> <li data-xf-list-type="ul">Classes: New classes or subclasses, plus a guide on the role each class fills in a setting (if any)</li> <li data-xf-list-type="ul">Religion: Info on the Gods, forces, and religions of the setting.</li> <li data-xf-list-type="ul">Nations: A description, in brief of in detail, of the major nations, kingdoms, or politics of the setting</li> <li data-xf-list-type="ul">Culture: Description of different ethnicities, cultural norms, languages, and common info the people know</li> <li data-xf-list-type="ul">Equipment: Info on what items are or aren’t for sale; including new items, weapons, or armors.</li> <li data-xf-list-type="ul">Calendar: A description of time-tracking in the world.</li> <li data-xf-list-type="ul">Starting Region: Detailed description of a starting area (town, region, city, or like) that the DM can start a campaign in.</li> <li data-xf-list-type="ul">Magic: How magic works (or works differently) in the setting. Includes spells and items.</li> <li data-xf-list-type="ul">Monsters: New monsters and info on common monsters (or monsters absent)</li> <li data-xf-list-type="ul">Organizations; Powerful groups of people; guilds, churches, and factions the PCs can join or oppose</li> <li data-xf-list-type="ul">Starting Adventure: A mini adventure to whet the PCs whistle for the setting and sets the tone.</li> <li data-xf-list-type="ul">Variant Rules: What deviations from the normal Core Rules are needed to use the setting.</li> </ul></blockquote><p></p>
[QUOTE="Remathilis, post: 7526340, member: 7635"] So all the talk about Ravnica, Eberron, and future campaign settings WotC might be releasing in 2019 has got me thinking; what is the minimum requirements for a setting to be supported? What elements are needed for a setting to be considered “usable”, let alone complete. Maps, races, monsters, geographic info, etc? What does a good setting need before you’d consider running it. Please vote for the things a setting would need before you would consider using it. That is, any setting guide for a new or classic setting would need the following info for you to consider it “supported” in 5e without referring to outside or older-edition sources; its usable “as is”. Options Include: [LIST] [*]World Map: A map of the entire world, or at least the entire known world. [*]Races: New races plus where any existing races do/don’t fit. [*]Classes: New classes or subclasses, plus a guide on the role each class fills in a setting (if any) [*]Religion: Info on the Gods, forces, and religions of the setting. [*]Nations: A description, in brief of in detail, of the major nations, kingdoms, or politics of the setting [*]Culture: Description of different ethnicities, cultural norms, languages, and common info the people know [*]Equipment: Info on what items are or aren’t for sale; including new items, weapons, or armors. [*]Calendar: A description of time-tracking in the world. [*]Starting Region: Detailed description of a starting area (town, region, city, or like) that the DM can start a campaign in. [*]Magic: How magic works (or works differently) in the setting. Includes spells and items. [*]Monsters: New monsters and info on common monsters (or monsters absent) [*]Organizations; Powerful groups of people; guilds, churches, and factions the PCs can join or oppose [*]Starting Adventure: A mini adventure to whet the PCs whistle for the setting and sets the tone. [*]Variant Rules: What deviations from the normal Core Rules are needed to use the setting. [/LIST] [/QUOTE]
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What does a setting need to be "supported"
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