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<blockquote data-quote="Andre" data-source="post: 2430576" data-attributes="member: 25930"><p>Now, now - I never said anything about feats, spells, PrCl's, etc. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> </p><p></p><p>My point is that too much fluff in campaign settings has no effect on players. A few months ago someone posted in a thread on campaign design that too many GM's focus on designing a world, not on designing a backdrop for the players and their characters. Adventures are the life of a campaign - no adventures, no campaign. Your typical player doesn't really care about the GM's "wonderful, immersive, detailed, brilliant, etc." world. He/she cares about the pieces of it that touch them.</p><p></p><p>There's a thread right now where a GM is concerned that his players aren't picking up all the clues and plot threads he's scattered about. One of his comments was that he had to put together a 30 page document to explain the setting to them. Players don't want to read 30 pages of setting info - they want to play. </p><p></p><p>There's nothing wrong with including fluff for the GM only. Much of this material can serve as inspiration for the GM, whether in running that setting, or in pillaging for a homebrew. But setting designers should realize that the focus has to be the players. If 50% of a setting book is about the world, but has no real impact on players...that's just so much wasted space, IMO.</p></blockquote><p></p>
[QUOTE="Andre, post: 2430576, member: 25930"] Now, now - I never said anything about feats, spells, PrCl's, etc. :) My point is that too much fluff in campaign settings has no effect on players. A few months ago someone posted in a thread on campaign design that too many GM's focus on designing a world, not on designing a backdrop for the players and their characters. Adventures are the life of a campaign - no adventures, no campaign. Your typical player doesn't really care about the GM's "wonderful, immersive, detailed, brilliant, etc." world. He/she cares about the pieces of it that touch them. There's a thread right now where a GM is concerned that his players aren't picking up all the clues and plot threads he's scattered about. One of his comments was that he had to put together a 30 page document to explain the setting to them. Players don't want to read 30 pages of setting info - they want to play. There's nothing wrong with including fluff for the GM only. Much of this material can serve as inspiration for the GM, whether in running that setting, or in pillaging for a homebrew. But setting designers should realize that the focus has to be the players. If 50% of a setting book is about the world, but has no real impact on players...that's just so much wasted space, IMO. [/QUOTE]
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