P
PL 001
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kiwifarms.net
Well fuck, my game's officially dead. GM was clearly burning out but I only blame him for spinelessness. There's one of the other people in my group that I can easily get ahold of, wants to play and won't cause issues. Looks like it's time for Grimmy to stop jacking off into the setting notes and fucking do something.
So for you GMs, what's a good length on setting notes for players to read? I don't want them to read my novel but I don't want to skimp to the point of there being buttfuck nothing.
I usually do about five pages detailing any house rules, a description of the nearest settlement and points of interest within the settlement, a few paragraphs detailing the surrounding areas and notable landmarks/people/rumors in the area. Basically enough for them to be somewhat familiar with the starting area and then Branch out as they explore. I fill in details as we go along. I learned long ago to not fall into the writer's trap when world building for tabletop. Often you're the only one who will enjoy it. Just start with a framework of what you think might hook the PCs and improvise from there. They'll give you plenty of ideas of what they're looking for within the first handful of sessions.