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General Tabletop Discussion
*TTRPGs General
What would it take for you to be interested in a new (not reprint or rehash) setting?
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<blockquote data-quote="arscott" data-source="post: 3303675" data-attributes="member: 17969"><p>Things that might make me interested in your setting:</p><p></p><p>1) My friends dig it. Let's face facts--Between cool stuff from yesteryear and my own ideas, I don't really need a new setting, and probably can't afford one anyway. So the best way to get me into your setting is by having my friends GM a game of it.</p><p></p><p>2) Mastery of (and willingness to work within) the game rules. Again, ideas are cheap. It's the melding of good ideas with solid expertise that I'm paying for. This especially means no "teleport just doesn't work in this dungeon" style cheats. I'm definitely not paying for you to artificially limit the abilities of my character just because you're too lazy to take his consider the sort of things he can do when writing your book.</p><p></p><p>3) A reason for every flavor element. When I ask "Why do your elves live in the forest?" you'd damn well have a better reason than "because that's how they're described in the PHB". I expect every setting element you include to have a carefully considered place in the game. And if, after that careful consideration, if you can't make something fit, then throw it out.</p><p></p><p>4) Distinctiveness. Something has to make your setting original. It could be a radical departure from the status quo, as in Dark Sun. But it can also be minor riffs on the familiar. Eberron is similar in many ways to classic settings like Greyhawk or the Realms. But the relatively minor differences make it stand out.</p><p></p><p>5) Fey. There's a huge folkloric an mythological tradition behind the fairies that rivals that of dragons. But the scaled beasts get a spot in the game's name, while the fair folk sit at the kid's table in every major setting. Using these guys as a major power in your campaign is going to earn you lots of points in my book.</p></blockquote><p></p>
[QUOTE="arscott, post: 3303675, member: 17969"] Things that might make me interested in your setting: 1) My friends dig it. Let's face facts--Between cool stuff from yesteryear and my own ideas, I don't really need a new setting, and probably can't afford one anyway. So the best way to get me into your setting is by having my friends GM a game of it. 2) Mastery of (and willingness to work within) the game rules. Again, ideas are cheap. It's the melding of good ideas with solid expertise that I'm paying for. This especially means no "teleport just doesn't work in this dungeon" style cheats. I'm definitely not paying for you to artificially limit the abilities of my character just because you're too lazy to take his consider the sort of things he can do when writing your book. 3) A reason for every flavor element. When I ask "Why do your elves live in the forest?" you'd damn well have a better reason than "because that's how they're described in the PHB". I expect every setting element you include to have a carefully considered place in the game. And if, after that careful consideration, if you can't make something fit, then throw it out. 4) Distinctiveness. Something has to make your setting original. It could be a radical departure from the status quo, as in Dark Sun. But it can also be minor riffs on the familiar. Eberron is similar in many ways to classic settings like Greyhawk or the Realms. But the relatively minor differences make it stand out. 5) Fey. There's a huge folkloric an mythological tradition behind the fairies that rivals that of dragons. But the scaled beasts get a spot in the game's name, while the fair folk sit at the kid's table in every major setting. Using these guys as a major power in your campaign is going to earn you lots of points in my book. [/QUOTE]
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What would it take for you to be interested in a new (not reprint or rehash) setting?
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