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<blockquote data-quote="Psion" data-source="post: 2197207" data-attributes="member: 172"><p><em>Setting</em> sourcebook?</p><p></p><p>1) Well, I am a tough sell for new full-blown settings, so the first rule there would be, make it usable with my campaign.</p><p></p><p>In addition to adhering with typical D&D conventions, this means things like describing what kinds of organizations and deities would fit in the place of placeholders in your game.</p><p></p><p>2) As a GM, it should give me ideas for adventures, campaigns, and challenges. This means that PrCs should make interesting villains or otherwise suggest their use in a game (and good background goes a long ways here). Monsters should have adventure seeds and campaign use ideas.</p><p></p><p>3) Don't make lots of work for me; make me want to use it but also make it useable out of the box. Include sample templated creatures and NPCs for new prestige classes.</p><p></p><p>4) Use evocative art that really conveys what you are after. </p><p></p><p>5) If there is a way around it, don't make new skills. If there is not, make sure you don't repeat the all too common dough headed mistake of not describing which classes have the skill as a class skill.</p><p></p><p>6) The real task -- fits existing D&D material, but break new ground. This is where Second World Sourcebook shined IMO. This is where way to many fantasy settings fail, IMO.</p><p></p><p>Probably too vague, but there you go.</p></blockquote><p></p>
[QUOTE="Psion, post: 2197207, member: 172"] [i]Setting[/i] sourcebook? 1) Well, I am a tough sell for new full-blown settings, so the first rule there would be, make it usable with my campaign. In addition to adhering with typical D&D conventions, this means things like describing what kinds of organizations and deities would fit in the place of placeholders in your game. 2) As a GM, it should give me ideas for adventures, campaigns, and challenges. This means that PrCs should make interesting villains or otherwise suggest their use in a game (and good background goes a long ways here). Monsters should have adventure seeds and campaign use ideas. 3) Don't make lots of work for me; make me want to use it but also make it useable out of the box. Include sample templated creatures and NPCs for new prestige classes. 4) Use evocative art that really conveys what you are after. 5) If there is a way around it, don't make new skills. If there is not, make sure you don't repeat the all too common dough headed mistake of not describing which classes have the skill as a class skill. 6) The real task -- fits existing D&D material, but break new ground. This is where Second World Sourcebook shined IMO. This is where way to many fantasy settings fail, IMO. Probably too vague, but there you go. [/QUOTE]
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