• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

[GM Question] How much setting background for players?

Is_907

First Post
Question for all the GMs who create settings (or heavily modify published ones) for whatever system and genre:
How much background / common knowledge do you write up or tell your players before you begin playing?

Question for players:
How much background / common knowledge do you want the GM to give you before you begin playing?


The background for this question is that I am trying to nail down setting details for a game I'm going to be running soon. I want it to be interesting, but I keep hitting creative roadblocks where I normally have no problems.
I used to always come up with a 4-10 page handout or PDF that gave background on the world, culture, etc that we were about to play in so that players weren't drowning me with questions all throughout the first session.

BUT... I think there may be some merit to leaving it more open. This would require me to give the players some generic background (i.e. "It's steampunk/teslapunk, set in London in the 1870s, but with less black powder and more tesla/steam tech.")
Then players would go create characters and tie in backgrounds, coming up with Weird Scientists, explorers of India and Africa, etc and their backstories would indicate to me what I need to flesh out a bit more in my setting.
At the table, then, they'd ask questions and I'd (hopefully) have had the inspiration necessary to come up with worthwhile answers.


Thoughts?
 

log in or register to remove this ad

Cor Azer

First Post
I usually create - either written or just in my head - way more than I expect to ever give the players. Usually though, I just give them a short verbal breakdown of their starting area (made easier because I often use the real-world culture analogies), and then I give out a lot of "as you know" facts during the game.
 

Shades of Green

First Post
Except for when under exceptional circumstances, I don't think you should force your players to read more than, say, 1,000 words of game fluff before jumping right into play. Some players are interested in more detailed fluff, but many will not be too keen in remembering multiple pages of story that happens outside of the game.

Just paint your setting in broad strokes - and focus especially on unique features that set it apart from others.
 

Yora

Legend
As a GM, I have learned that it doesn't really matter what I want to write for the players.
Because I never got anyone to actually read any of it.
 

Is_907

First Post
Except for when under exceptional circumstances, I don't think you should force your players to read more than, say, 1,000 words of game fluff before jumping right into play. Some players are interested in more detailed fluff, but many will not be too keen in remembering multiple pages of story that happens outside of the game.

Just paint your setting in broad strokes - and focus especially on unique features that set it apart from others.

Thanks. I have one player who GMs a lot as well and he loves to research... so anything I give him would be read cover to cover, I think.
The other two players, though, are casual gamers who love a good story and would read, as you say, 1,000 words ;)

Cheers!
 


Niccodaemus

First Post
I have over 40 posts on my blog so far about my Shatterworld setting, but they are of variable importance. To me, the main things are:

1) Mythology
2) Political structure of current country the players are in
3) Attitudes towards non humans and magic

I've also answered "Twenty Questions" suggested by Jeff at Jeff's Gameblog about my campaign world that pretty much cut to the chase:


1)What is the deal with my cleric's religion?

Clerics are followers of "The Way". There are 7 prime gods in Calabria, which cover the domains of Earth, Air, Fire, Water, Time, Flora and Fauna. Larger cathedrals and temples have shrines to each of the Seven. Smaller temples are devoted to each of the single gods/goddesses. A Cleric generally serves all gods, but some may devote themselves to individual gods.

2)Where can we go to buy standard equipment?

For military equipment, a town or city. There are numerous throughout Calabria. For more basic needs, a village, or with luck, a hamlet.

3)Where can we go to get platemail custom fitted for this monster I just befriended?

Most people will flee in terror at the sight of a monster, or try to kill it. The odds of befriending one are slim to none.


4)Who is the mightiest wizard in the land?

Before The Shattering, a cataclysmal event which occurred 1300 years ago, it was undoubtedly one of the seven Archons, servants of the Gods since time immemorial. It is not known if the Archons were destroyed in The Shattering, retreated from the world, or chose to seclude themselves. Knowledge of magic has been mostly lost, but there are some have kept to the old ways, and others who seek knowledge anew. Alchemy is in vogue in the larger cities of Calabria.

5)Who is the greatest warrior in the land?

"Warrior" is a mercenary role in much of Calabria. There are some exceptions, with the rangers who prowl the wilds, the noble if somewhat quixotic Knights of the Empire, and the warriors of the Clans of the Men of Old. There are formal tournaments held in Oregate. Out of the participants, it is usually one of the Knights of the Empire or one of the King's knights who win the tourney.

6)Who is the richest person in the land?

Oregate is the richest territory in Calabria, and the only monarchy to survive The Shattering. The other territories are ruled by groups of powerful merchants. While there are many wealthy merchants, particularly in the cities, none compare to the wealth of the king of Oregate.

7)Where can we go to get some magical healing?

There are many wells and springs throughout the land reputed to have magical healing powers.

8)Where can we go to get cures for the following conditions: poison, disease, curse, level drain, lycanthropy, polymorph, alignment change, death, undeath?

Aside from the magical wells, many remote hamlets have wise folk who practice hedge magic. The knowledge of the Druids of the Clans of Men is also great. Some among the Knights of the Empire are reputed to have healing powers in reward for their pure hearts.

9)Is there a magic guild my MU belongs to or that I can join in order to get more spells?

The search for magic is competitive. Sharing of knowledge is rare.

10)Where can I find an alchemist, sage or other expert NPC?

Large towns or cities throughout Calabria.

11)Where can I hire mercenaries?

Calabria is a mercenary economy. Nearly any town or city. Many travel the Via Imperium (the paved imperial road which winds through Calabria) looking for work.

12)Is there any place on the map where swords are illegal, magic is outlawed or any other notable hassles from Johnny Law?

There are many remote places with their own customs.

13) Which way to the nearest tavern?

Most villages will have a tavern, but not necessarily an inn. Towns and cities have inns.

14)What monsters are terrorizing the countryside sufficiently that if I kill them I will become famous?

The countryside is relatively peaceful. The occasional Wyrm or Wyvern will attack livestock. Very rarely, a giant or dragon will terrorize a locale. Most other creatures operate by stealth, and are tricky to discover.

15)Are there any wars brewing I could go fight?

Not in Calabria at the present time. However, there are many lands over the seas.

16)How about gladiatorial arenas complete with hard-won glory and fabulous cash prizes?

Oregate has many tournaments. Calabria is a mercenary economy, so there is always work for hire.

17) Are there any secret societies with sinister agendas I could join and/or fight?

I don't know. If there are, they are secret.

18) What is there to eat around here?

Grain, mutton, pork, venison, boar, roots, mushrooms, and herbs are the common fare. Wild game is plentiful. Travelers will find hospitality as most homes and hamlets. Villages, towns and cities have commercial fare.

19)Any legendary lost treasures I could be looking for?

There are numerous ruins covering Calabria which pre-date The Shattering. Tales of lost treasure and magic are countless. The Nameless City is rumored to hold great secrets, but only the most daring venture there.

20) Where is the nearest dragon or other monster with Type H treasure?

The Iron Hills are rumored to be the home of Giants, and perhaps a Dragon or two.
 

Is_907

First Post
Thanks for the extra advice!

I think I may just answer the 20 questions (I had forgotten about them!) and give that to my players to give them the basics and the feel, then set the tone with my narration and description in the first session.
 

Lwaxy

Cute but dangerous
Really depends on your players and the type of game. For example, if you start a political themed game with nobles or merchants as base PCs, it makes sense they would need to know all about the political situation, the trade routes, history of the realm and families, gods relevant to city life etc. They would probably not know a lot about the wilderness.

If you have your PCs start in a small village out in the woods, they would rather need to know about the wilderness, the weather and seasons and the gods of harvest etc.

The less the PCs are expected to know about their world, the easier it is for you to build the world around them as they go
 

The Shaman

First Post
I usually create - either written or just in my head - way more than I expect to ever give the players. Usually though, I just give them a short verbal breakdown of their starting area (made easier because I often use the real-world culture analogies), and then I give out a lot of "as you know" facts during the game.
Pretty much this.

I make a lot of information available to the players if they want to explore the game-world, but as far as actually introducing a player and a character to the setting, we talk a little bit about cape-and-sword genre games and stories, run-through a nickel overview of the setting, establish a couple of broad-strokes connections between the characters, and then we're ready to go.

During actual play, either the players will ask or I will offer knowledge about things the character would reasonably expect to know. I don't let them wander into a situation by making bad choices from a lack of information if it's something to which their characters would be exposed as a result of their professions, upbringing, and so on.
 

Remove ads

Top