I'm all aboard dropping hooks. I love that kind of thing. But...I'd like to be able to drop stuff in the settlements and wilds chapters that, really, only the GM should have. Things that really aren't suitable for the PC's section. How could we address this?A single book to be divided into 2 main sections. A PC section, and a GM section, delineated by a gray line in the margin of the GM’s section (or something; see the OD&D expert’s book [Elmore cover] for an example of this).
1. Intro. What is contained herein. (Applies to entire boxed set, so will be written by you, Chris, and Adrian; probably the very last thing to be written.)
PC’s Section
2. Morrain Gazetteer. Overview. 500 words in character from the p.o.v. of an archetypal personality. Do not overdo this, an intro is sufficient to capture the mood. Followed by a BRIEF overview of climate, government and trade.
3. Settlements. Towns, cities, citadels, forts, hamlets, etc. Basically just like our work in DCC world. Name personalities as needed, to be detailed in short format in the NPC section. Lots of adventure hooks. Organizations will be captured under this heading as portion of the entry.
4. Wilds. Forests, mountains, wastes. Same as DCC world. Hooks, hooks, hooks.
5. Legends. If it’s a ruined tower, a dungeon, a lost citadel, etc. it should appear here. Presented as legends, rumors and hearsay. Needless to say, every entry should be an opportunity for a cool adventure.[/list]
GM’s Section
6. Detail of Cillamar. (Written by Adrian/Chris. This might need to appear earlier.)
7. History. Timeline of Morrain, plus explanation.
8. Culture. Festivals, traditions, holy days, styles of dress, special foods. Special details about the government belong here.
9. NPC section. Just like in DCC world. This will also be the place for greater (secret) detail of NPC groups.
10. New Spells. (if needed) These should be attached to personalities, ala the old Mordenkainen spells.
11. New Magic. (I’d prefer these to be named items, rather than simply new templates. Armor of Saint So-And-So. Hammer of XXX.)
12. Campaigns set in Morrain. Advice to a GM on how to set an entire campaign in Morrain. Campaign plans based on level, and perhaps advice on porting other DCCs to Morrain. I.e. Where could Idylls appear? What other DCCs are nearby and how might a PC be lured into them? (Talons of the Horned Lord.)
For example, if I want to place a powerful NPC in a little hovel on the outskirts of Town C, where can I mention this? Or if I'd like to point out that the well in the center of Village B is enspelled, obliviously to the villagers, to grant a fox's cunning spell on anyone who speaks the right words (which the PCs would have to learn from an NPC in Village A)....how can I do this without spoilers for the players?
Maybe there could be corresponding entries in the GM's section that offer such secrets?