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What makes a good setting book?
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<blockquote data-quote="Blue" data-source="post: 8407187" data-attributes="member: 20564"><p>You need to start with a great setting. It explicitly needs be a setting that will enable the telling of different stories then generic/FR campaigns. Not that you can't tell the same stories, but even they will feel different. And it needs to have a new take on the same-old-same-old. Otherwise the content will have no draw about why to switch to it.</p><p></p><p>You need a dynamic setting, where things are on the cusp of changing or have recently changed. And the setting book must really play up all of the Calls to Adventure that creates.</p><p></p><p>It needs to be full of hooks for play. Sure, knowing that this country is a benevolent oligarchy and it's main exports are grain and copper are useful in reference material in the back. But I want to know about the ring of statues around the borders that have been slowly being unearthed and are turning away any dwarves who try to leave the borders.</p><p></p><p>Basically, a great setting book has so many hooks that as a player or a DM I while I'm reading it I keep on going "I want to be from there - no wait, from there - oh shoot that's cool, maybe my character is from there". Also any specifics that will help me create adventures - this area is undermined by the old dwarven kingdom that's been lost to madness, and this island has fiendish varients of the normal jungle animals you'd expect.</p><p></p><p>I do want information, but I don't want to get lost in the weeds. An important city should have an overview, descriptions of the forces at play in it, and maybe a short description of the different sections of city with three mover-and-shakers detailed for each, be it an NPC, an organization, or a place. That's enough detail that I have things to default to and I get the feel of it to be consistent in creating more detail.</p><p></p><p>Organizationally please give me a kick-butt index, and maybe even a glossary of NPCs and organizations with a mini description and page numbers. How the 13th Age core book does it's index is wonderful - adapt that to a pure setting book.</p></blockquote><p></p>
[QUOTE="Blue, post: 8407187, member: 20564"] You need to start with a great setting. It explicitly needs be a setting that will enable the telling of different stories then generic/FR campaigns. Not that you can't tell the same stories, but even they will feel different. And it needs to have a new take on the same-old-same-old. Otherwise the content will have no draw about why to switch to it. You need a dynamic setting, where things are on the cusp of changing or have recently changed. And the setting book must really play up all of the Calls to Adventure that creates. It needs to be full of hooks for play. Sure, knowing that this country is a benevolent oligarchy and it's main exports are grain and copper are useful in reference material in the back. But I want to know about the ring of statues around the borders that have been slowly being unearthed and are turning away any dwarves who try to leave the borders. Basically, a great setting book has so many hooks that as a player or a DM I while I'm reading it I keep on going "I want to be from there - no wait, from there - oh shoot that's cool, maybe my character is from there". Also any specifics that will help me create adventures - this area is undermined by the old dwarven kingdom that's been lost to madness, and this island has fiendish varients of the normal jungle animals you'd expect. I do want information, but I don't want to get lost in the weeds. An important city should have an overview, descriptions of the forces at play in it, and maybe a short description of the different sections of city with three mover-and-shakers detailed for each, be it an NPC, an organization, or a place. That's enough detail that I have things to default to and I get the feel of it to be consistent in creating more detail. Organizationally please give me a kick-butt index, and maybe even a glossary of NPCs and organizations with a mini description and page numbers. How the 13th Age core book does it's index is wonderful - adapt that to a pure setting book. [/QUOTE]
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