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Jul 19, 2023 at 18:46 comment added KRyan @MichaelShopsin I assure you, I know what a setting entails; I’ve even worked on a couple. But I do not think that they are worth breaking out as a separate category for the sake of this answer: they are somewhat different, and also contain some aspects of both rulebooks and modules, but at least by the sense of the term used in this answer (where everything is rulebook or module), “rulebook” covers them well enough and any deficiency in that definition is small compared to the distraction that introducing them as a third category would be in this answer.
Jul 19, 2023 at 18:26 comment added Michael Shopsin @KRyan settings aren't rulebooks like the DMG or the PH, as most settings follow the standard rules. Settings save the DM the trouble of having to create an entire homebrew world. Especially when a player decides to travel a setting like Forgotten Realms fills in a lot rpg.stackexchange.com/q/181776/60557
Jul 19, 2023 at 17:15 comment added KRyan @MichaelShopsin I almost broke those out, but really, they’re just more rulebooks, mostly?
Jul 19, 2023 at 14:22 comment added Michael Shopsin There also are books for settings, like Forgotten Realms or Ebberon which provide a place for adventures but not the adventures. Some books like Dragon Heist split the difference with part adventure and part setting.
Jul 19, 2023 at 0:17 history edited KRyan CC BY-SA 4.0
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Jul 19, 2023 at 0:11 comment added Joel Harmon This answer could be slightly improved by clarifying that tweaking a module slightly will always happen during play, and further that a DM is welcome or even encouraged to tweak the module to match the party's playstyle to any degree.
Jul 18, 2023 at 22:12 history answered KRyan CC BY-SA 4.0