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General Tabletop Discussion
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What does a setting need to be "supported"
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<blockquote data-quote="Azzy" data-source="post: 7526973" data-attributes="member: 6563"><p>What it takes for a setting to be supported really depends on the setting.</p><p></p><p>All settings need a basic introduction that describes the setting overall, as well as an overview of the nations, cultures, ethnicities, religions, etc. that are the primary focus of the setting book (most setting oly cover a small portion of the setting's world). There needs to be a balance of what is necessary for player to know and grasp about the setting and what their characters should know, and what the DM needs to know to run the setting without providing information overload (personally, I think that the player-facing material and DM-facing material should be separate—both to not overburden the player as well as keeping some surprises for the player). The Wayfinder's Guide to Eberron, IMO, does player-facing information really well. Also, a good map of the region the setting book covers is necessary, IMO—the 1e boxed sets for Greyhawk the and the Forgotten Realms got this right.</p><p></p><p>If the setting is going to have unique races, classes, equipment, monsters, etc. (like Dragonlance, Dark Sun, Eberron, etc.), then you also need to present that material as well. Enough of these sorts of things, IMO, would suggest to me splitting the player-facing material and the DM-facing material into two books if you want to do it right—otherwise you are crowding out one side or you're going to have a really big, expensive book.</p><p></p><p></p><p>For rereleasing a setting from an older edition, you can get away with not presenting as much detail (especially indepth detail) because you can point to prior products for the setting to compensate, but if that setting had unique mechanical elements (races, spells, etc.) it's imperative that you provide rules for such in the initial product (assuming there will be follow-up matrial for the setting). </p><p></p><p>Opening the setting up on DMsGuild would be extra nice.</p></blockquote><p></p>
[QUOTE="Azzy, post: 7526973, member: 6563"] What it takes for a setting to be supported really depends on the setting. All settings need a basic introduction that describes the setting overall, as well as an overview of the nations, cultures, ethnicities, religions, etc. that are the primary focus of the setting book (most setting oly cover a small portion of the setting's world). There needs to be a balance of what is necessary for player to know and grasp about the setting and what their characters should know, and what the DM needs to know to run the setting without providing information overload (personally, I think that the player-facing material and DM-facing material should be separate—both to not overburden the player as well as keeping some surprises for the player). The Wayfinder's Guide to Eberron, IMO, does player-facing information really well. Also, a good map of the region the setting book covers is necessary, IMO—the 1e boxed sets for Greyhawk the and the Forgotten Realms got this right. If the setting is going to have unique races, classes, equipment, monsters, etc. (like Dragonlance, Dark Sun, Eberron, etc.), then you also need to present that material as well. Enough of these sorts of things, IMO, would suggest to me splitting the player-facing material and the DM-facing material into two books if you want to do it right—otherwise you are crowding out one side or you're going to have a really big, expensive book. For rereleasing a setting from an older edition, you can get away with not presenting as much detail (especially indepth detail) because you can point to prior products for the setting to compensate, but if that setting had unique mechanical elements (races, spells, etc.) it's imperative that you provide rules for such in the initial product (assuming there will be follow-up matrial for the setting). Opening the setting up on DMsGuild would be extra nice. [/QUOTE]
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