Strom said:
I'm a big fan of Mongoose quality of products and would certainly look at a new world created by Mongoose.
In order to have a world that is unique from the other settings available - either mechanics wise or settings wise (preferably both) - the world would need a visionary to oversea the entire production to make sure everything would fit within the original and hopefully unique idea. I like a lot of the ideas you have put together Neo mechanics wise.
But the importance of the setting can not be understated as that is what would draw in many gamers, IMO, more-so than just the mechanics. A really great setting has to have a definitive and throughly fleshed out background that builds the foundation that will be your new world. That is the creative aspect that would be the most labor intensive as the mechanics could be tweaked from other settings/games. But creating something original - that's not easy.
Great thread Neo! 8)
Thanks Strom
I agree that the detail and vision of a setting needs to be done right as well (somethign some of Mongoose's writers excel at), but one of the percieved issues I have noted with regard to most settings for D20 so far is that is all they are..just fluff and beyond a few feats, spells, prestige class they don't really offer any new insights mechanically.. That is a true shame as thier are common issues mechanically that can be dealt with and imporved ..indeed I raise a lot of them on this thread. A happy balance of fluff and mechanic would definitely be the goal to aim for.
The ideal set up in my mind would be four books.. a Setting Book (all the info needed to begin, timelin, history, regions, leaders, key locations, Guilds, Organisations, Settlements, important personages, religions, etc), a Rule Book (all the mechanics to play except character generation, task reoslutions, ability checks, combat, travel, conditions, magic, designing campaigns, adventures, city generators, encounter tables and more), a Players Book (all the necessary information to generate characters, races, professions, skills, feats, advancement, spells, religion benefits and miracles, equipments and goods and the like), and finally a Fauna and Flora Compendium (monsters and animals of all kinds, how to make them, advance them, shrink them and grow them also including humanoids of many standard types guard, watchmen, knight, priest etc.. all that can be modified by race info in order to give you a near limitless selection at your fingertips whenever you need them. finally details of all the herbs, plants and fungi of the world and effects (good or poisonous) thier preparation, season of growth, difficulty to harvest and prepare etc.).
Beyond those four books Races and Regions could be expanded more in books of thier own in the future along with adventures...but the typical four book (as above) type arrangement is usually more than enough for anyone to get on with.
I also think its important a setting not ber overly detailed..it should leave some areas'd for a GM to expand on in his own way, simply provide hooks or questions that can be answered individually to suit the flavour of your own game. I remember an old Mekton Empire supplement from R Talisorean that was like that many of the players and regions were detailed but in each section some mysteries, historical details and npc's had sections to add in your solutions or reasons for why these things happened or did what they did..it was a nice way of giving you a detailed setting but with room for everyone to make it thier own to some degree.