I’ve recently gotten interested in compiling my campaign setting into a more unified, coherent place. It could be that I just haven’t read enough, but I find there are not many settings that really explore Chinese mythology and mysticism. Most of the time when Asia is presented, it is Edo or Sengoku Japan with with the serial numbers filed off. Granted, the setting is not just faux-China, that was simply the starting point. If possible, I would love to eventually publish it in some form.
That said, what do you all look for when you want to try out a new setting?
I thought I remember someone posting something similar to this, but apparently my search-fu is lacking.
Greetings!
Hzilong! I think I may remember the site you are referring to.
As I recall, it was many years ago. The guy wasn't selling anything. He had this whole website devoted to his Asian-themed campaign world for D&D. He had colour hex maps, lists of cities, essays on culture, religion, mythology, market goods, all kinds of things. Truly, it was a thing of absolute dedication and beauty. It was very inspiring!
I think that a good game book would cover the basics; history, religion, mythology, economy, magic and mysticism. Of course, monsters and creatures. A decent primer on the popular deities, spirits, and some idea of how the people viewed religion, and how the particular religion influenced society. Values, major ideas, that kind of thing. Clothing, armour, weapon, wagons, boats, ships, and houses. Enough to get an idea of what an ancient/Medieval/Fantasy person would look like, dress like, both at work and leisure, and at war.
Applications of game specifics of course--classes, skills, feats, magic items, special items, resources, powers and such like. Treasures. What was or is valued, as well as how and why? Jade items, fine degrees or kinds of silk, different layers of softness and durability; not overly exhaustive, but a few details here and there, that describe why items of pottery from northern "X" are so cherished and valued, and so on.
Then, of course, some suitably detailed adventure seeds. Descriptions, advice, and guidance on what kind of adventures are often embarked upon. Yes, the same for everywhere else, naturally, but in the case of Asia-inspired campaign "X" are there any particular regional, geographical, or cultural highlights? For example, in a Pseudo-China campaign, dealing with pirates along the coasts can be a huge theme. Or traveling overland to the Corridor in the north-west, which was so important to the Jade Gate. Weather and geography there, and the dangers and wealth that may be encountered there. Huge, walled and fortified cities, teeming with enormous populations. So many possibilities! It's all great! Of course, not everything can be covered, but a straightforward, honest effort is definitely appreciated!
These are some of the elements that I look for in a good game book.
Semper Fidelis,
SHARK