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General Tabletop Discussion
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What makes a good setting book?
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<blockquote data-quote="Lyxen" data-source="post: 8407295" data-attributes="member: 7032025"><p>Ah, I see what you mean, but you know, there are factions in a lot of games (just look at Ravnica and its guilds for example). And we had been using Houses and SafeHavens with such characteristics in our LARPs since 1987 actually.</p><p></p><p>As for the roleplaying, yes, you are right, it might be a trend of that period. But, despite Planescape being heavy on roleplaying, you still have people with feelings like those: "most (all?) of the modules ended up being a combination of fetch quests, railroads, and glorified random encounters" etc.</p><p></p><p>And still, the very first sections of Planescape say things like: "Sometime players (and DM ) just don 't understand role-playing. They've grasped the mechanics of dice rolling, character class, spells, and all that, but not the leap or creating a part like an actor in a play or movie. A good DM can help these players a long, and they'II gel the hang or it sooner or later. Put the party in situations where they decide things based on their alignment and faction , situations where spell and weapon · don' t cut it. Remind them to think like Beakers, Godsmen, Signers, Lawful Goods, or whatever. Get them to describe things their character might like and dislike. Gradually their choice will build into a part they can understand and play."</p><p></p><p>And this is what I remember of really playing the setting... and playing D&D overall actually.</p><p></p><p></p><p></p><p>Then I just really hope that you will find one some day, it really makes a huge difference in the game. Just keep in mind that it's never perfect (unless you find your clones), but that it's better that way because small differences create variety and surprise, and make the game more rich. And like any relationship, it might require a bit of work to smooth bumps along the road, but overall it's so much worth it, and it will return it a hundredfold.</p></blockquote><p></p>
[QUOTE="Lyxen, post: 8407295, member: 7032025"] Ah, I see what you mean, but you know, there are factions in a lot of games (just look at Ravnica and its guilds for example). And we had been using Houses and SafeHavens with such characteristics in our LARPs since 1987 actually. As for the roleplaying, yes, you are right, it might be a trend of that period. But, despite Planescape being heavy on roleplaying, you still have people with feelings like those: "most (all?) of the modules ended up being a combination of fetch quests, railroads, and glorified random encounters" etc. And still, the very first sections of Planescape say things like: "Sometime players (and DM ) just don 't understand role-playing. They've grasped the mechanics of dice rolling, character class, spells, and all that, but not the leap or creating a part like an actor in a play or movie. A good DM can help these players a long, and they'II gel the hang or it sooner or later. Put the party in situations where they decide things based on their alignment and faction , situations where spell and weapon · don' t cut it. Remind them to think like Beakers, Godsmen, Signers, Lawful Goods, or whatever. Get them to describe things their character might like and dislike. Gradually their choice will build into a part they can understand and play." And this is what I remember of really playing the setting... and playing D&D overall actually. Then I just really hope that you will find one some day, it really makes a huge difference in the game. Just keep in mind that it's never perfect (unless you find your clones), but that it's better that way because small differences create variety and surprise, and make the game more rich. And like any relationship, it might require a bit of work to smooth bumps along the road, but overall it's so much worth it, and it will return it a hundredfold. [/QUOTE]
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What makes a good setting book?
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