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In addition to giving the DM loads of hooks for creating adventures (as already suggested) also definately include a chapter on "Stuff a PC should know" that quickly brings new players up to date on the most important things that anyone living in your world should know. Most people I know at least prefer to just jump into a world, and that means a ...


In terms of what you are missing, I think you're missing the most important thing. Ideas for how to actually use this stuff in a game. Setting books always seem to contain History/Geography/Sociology stuff like some sort of massive, confused textbook, and forget that at the end of the day, this content needs to be useful to actually running a game. ...

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