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General Tabletop Discussion
*TTRPGs General
What should the players be expected to know about the setting and their characters?
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<blockquote data-quote="Greg K" data-source="post: 5568755" data-attributes="member: 5038"><p>When I run, I expect my players to read the following:</p><p></p><p>1. the overview which covers the deities and the synopses of the various nation/cultures to help them narrow their choices for a culture. Some examples:</p><p></p><p>Meridian: An island of voodoo practicing dark elves. They produce sailors of great renown. Unfortunately, this skill is too often applied to piracy leading others to distrust them.</p><p></p><p>Favored Classes: Rogue, Shaman, Sorcerer</p><p></p><p></p><p>Iss'nath: a grassland region inhabited by primitive clans of plains-dwelling lizardmen.</p><p></p><p>Starting Classes: Bard (variant: Savage), Barbarian, Barbarian (variant: Hunter), Rogue(variant: Wilderness), Ranger, Shaman, Sorcerer</p><p></p><p></p><p>2. The culture/nation sheet. for the culture/nation they choose This is a more in-depth overview. This resembles an RMSS Culture Sheet in terms of information. However, it also includes naming conventions, sample names, the names of some key npcs and key organizations, and a couple of lines about some notable places and important recent events.</p><p></p><p>3. Specific information/ changes about their race and class. For example, cleric players need to know what is expected by the character's deity, trappings, their list of spells which is tailored by deity, and any other class features tailored to their choice of deity (e.g., specific creatures that can be summoned by planar ally)</p><p></p><p>Usually, the above results in 3-5 pages to be read unless the player wants to read anything not related to their character. In addition, I expect the players to read</p><p></p><p>4. General house/campaign rules not related to class and race. This is, generally, presented in bullet form with references to Unearthed Arcana and third party products. However, it also includes a list of banned supplements, feats, spells,</p></blockquote><p></p>
[QUOTE="Greg K, post: 5568755, member: 5038"] When I run, I expect my players to read the following: 1. the overview which covers the deities and the synopses of the various nation/cultures to help them narrow their choices for a culture. Some examples: Meridian: An island of voodoo practicing dark elves. They produce sailors of great renown. Unfortunately, this skill is too often applied to piracy leading others to distrust them. Favored Classes: Rogue, Shaman, Sorcerer Iss'nath: a grassland region inhabited by primitive clans of plains-dwelling lizardmen. Starting Classes: Bard (variant: Savage), Barbarian, Barbarian (variant: Hunter), Rogue(variant: Wilderness), Ranger, Shaman, Sorcerer 2. The culture/nation sheet. for the culture/nation they choose This is a more in-depth overview. This resembles an RMSS Culture Sheet in terms of information. However, it also includes naming conventions, sample names, the names of some key npcs and key organizations, and a couple of lines about some notable places and important recent events. 3. Specific information/ changes about their race and class. For example, cleric players need to know what is expected by the character's deity, trappings, their list of spells which is tailored by deity, and any other class features tailored to their choice of deity (e.g., specific creatures that can be summoned by planar ally) Usually, the above results in 3-5 pages to be read unless the player wants to read anything not related to their character. In addition, I expect the players to read 4. General house/campaign rules not related to class and race. This is, generally, presented in bullet form with references to Unearthed Arcana and third party products. However, it also includes a list of banned supplements, feats, spells, [/QUOTE]
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What should the players be expected to know about the setting and their characters?
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