What style do you prefer in Legend Supplements?

What style do you prefer in Legend Supplements?

  • One book per setting

    Votes: 2 6.7%
  • One core setting book with additional setting supplements

    Votes: 24 80.0%
  • Several supplements covering the same setting

    Votes: 2 6.7%
  • I don't like setting supplements

    Votes: 2 6.7%

  • Total voters
    30

soltakss

Cosmic Mongoose
I've come up with a bit of a problem when trying to write something for Legend.

Over the last year or so, I have been working on something originally for BRP and had enough material for a reasonably sized supplement. However, I have decided to do it in Legend instead, for various reasons.

However, the problem that I have is that when formatted into a Digest-size book, I now have far too much material for a single Legend book.

For example, the Legend Rulebook has approximately 240 pages, but so far I have got around 600 pages of material.

So, what do I do?

My options so far, I think, are:
1. Cut it down to 240ish pages and leave a lot of stuff out
2. Produce one book of around 240 pages and a couple of follow-up books
3. Split the setting into 3 supplements produced at the same time
4. Don't use the Legend format

I don't really want top use option 4 as I want any Legend supplements to resemble the core line as much as possible, to maintain a standard look and feel for the Legend Compatible lines.

What do you think?
 
What kind of setting are you developing?

I was wondering what settings people would like to see using the Legend system?

Has there been any thought about Cults for settings?
 
Look forward to seeing it :)

My preference is always for as much as possible so went for 1 book plus supplements.

Are you producing it as part of the official range?




I know how these things expand - upto 140 pages in my D100/Legend sourcebook and no sign of it slowing down...........
 
Speaking from experience, The current Legend book format for supplements etc will require some projects to be split into seperate volumes.
 
Looks as though it will be a Setting Book, a Gazetteer/Bestiary and a Cults Book, each around 250 pages.

It won't be part of Mongoose's offerings, but will be Legend Compatible.

The main book is almost done, but needs tidying up and needs double-checking as it was MRQ2, then BRP now Legend, so is bound to have lots of parts of each ruleset. That's the kind of stuff that I hate doing, as well, because I still think in terms of RQ3+ rather then these newfangled systems.
 
soltakss said:
So, what do I do?
What do you think?
What Like is...

Player's Book: Char gen, general introduction to the setting
GM's Book: Expand on the setting info from player's book, with very little repeat (GM should have read player's book first).
Creature book: Not monsters but say half normal creatures that could be important and half potential adversaries from "nature"
Supplements: a region, the guilds/societies and similar
 
languagegeek said:
250 pages of Cults? Zoinks, I'm in!

Alas, not all written yet. Lots of minor cults to stat up. Major ones done, though. Just need to convert those to Legend format rather than RQ3 format.
 
soltakss said:
languagegeek said:
250 pages of Cults? Zoinks, I'm in!
Alas, not all written yet. Lots of minor cults to stat up. Major ones done, though. Just need to convert those to Legend format rather than RQ3 format.
Still, assuming the cults are not precisely tuned to a specific setting, this could be by far the most useful supplement for RQ/Legend.
 
Well, I'm a sucker for settings, so unless your setting is painfully traditional (i.e. Tolkienesque or a clone of the Forgotten Realms), I'll buy it.
That being said, I would suggest four books:
1) A short Players Guide that can be obtained inexpensively, and which can be handed to players to say 'these are the parameters of the game world'.
2) A detailed World Book, emphasizing geography, population information, and adventure opportunities. It should provide some minimal social customs information. GM's who are not interested in politics or religion could use this book to run their game.
3) Beastiary, expanding on the Legend monsters, this book should be useful to ANY legend players. There should be some world-specific information, but the bestiary should be the book that everyone can use.
4) Cults and Politics, this book would assume the reader is familiar with book two. This book would give the cults details, along with mythology and political structure. A GM who wants to run a more detailed campaign, and whose players will interact with the power structure of the world, would want this book. This book would also include information on trade routes,

Anyway - my 2p

Looking forward to the books!
 
pachristian said:
Well, I'm a sucker for settings, so unless your setting is painfully traditional (i.e. Tolkienesque or a clone of the Forgotten Realms), I'll buy it.
That being said, I would suggest four books:
1) A short Players Guide that can be obtained inexpensively, and which can be handed to players to say 'these are the parameters of the game world'.
2) A detailed World Book, emphasizing geography, population information, and adventure opportunities. It should provide some minimal social customs information. GM's who are not interested in politics or religion could use this book to run their game.
3) Beastiary, expanding on the Legend monsters, this book should be useful to ANY legend players. There should be some world-specific information, but the bestiary should be the book that everyone can use.
4) Cults and Politics, this book would assume the reader is familiar with book two. This book would give the cults details, along with mythology and political structure. A GM who wants to run a more detailed campaign, and whose players will interact with the power structure of the world, would want this book. This book would also include information on trade routes,

Anyway - my 2p

Looking forward to the books!

Nicely put! +1
 
Actually, I like settings to be built up piecemeal out of supplements. Just books concentrating one one portion of the setting, not a big master overview book. The problem with doing one setting book to rule all them subsequent supplements is that it can constrain your creativity and create a straitjacket instead of inspiration. And you can't even do much with the settings book itself because it is always too general and vague. I'm thinking of the Glorantha boxed set for RQ3, here - lots of interesting stuff, but nothing you could hang a game off.

I would just pick a promising region to detail (geography, cults, character generation, etc.) and go for that.
 
My own preference for follow on books to initial book on a RPG setting is for ones that include extra details on geography and culture of specific regions, but which also include various scenarios and scenario seeds. Some GMs just dont have time or inclination to devise their own scenarios.
 
DamonJynx said:
pachristian said:
Indeed. Something like the old D&D boxed sets, perhaps?

I'm almost certain there was another thread in a similar vain on the forums somewhere...

Well, it certainly looks like my level of coherence and concentration...

Anyway, how about some spoilers about your planned setting?
 
Back
Top