S
Sunseeker
Guest
How do you get your players to create characters within the context of the setting when it's a Home-Brew?
The players have Zero Knowledge about the world and it's conflicts or the factions on any side.
It's unrealistic to spell it all out at Session Zero; and few players have interest in reading a synopsis beyond a few paragraphs in length. (But it had better be packed full of hooks!) You can't expect players to absorb gallons of setting information at the start.
Tell them to suck it up and read it because it's important and there will be a quiz. IE: ensure their in-game survival has some relation to knowing certain readily available information. If every Tuesday the King expects everyone to be groveling at his feet buck naked, and anyone who doesn't is killed on sight, then there's good reason for them to know this information, and there's no reason for their character not to know.
If it is the law that everyone donate 10% of their income to the local church, and not doing so is punishable by jail time, when the tax-man comes around and the players refuse to pay up, don't give them any leeway on the punishment. They're not criminals. Maybe they can avoid the cops, maybe they can't, but if they aren't going to follow the law, they are going to be punished.
Most players ignore the setting fluff because it largely doesn't matter so you need to make it matter.
Again, give them that info. If they choose to ignore it, you may need to reassess DMing for those people.In the end, I want them to have backgrounds and personality and goals and motives that make sense within the context of the setting, but they simply do not have enough info at the start to be getting on with. Once a few game sessions passes and I've had time to give exposition to the setting (Showing, as opposed to simply Telling), THEN maybe they'd be better prepared to created something truly 'hooked in'.
I don't do this. If certain world-knowledge is important to the game, I give it to them. But honestly, I don't try to go there. I often stick to the tropes, elves are tree-huggers, dwarves love rocks, humans reproduce like bunnies, orcs are violent, etc... When I don't, I create a print-out for my players with important information any sentient with a functioning brain would know. If they choose to ignore it, I don't care. I gave them the information and there will be a test (their in-game survival).What other advice could you give DM's and players putting together characters for a home-brew, going in with only a drop of knowledge at Session Zero?
The only answer I can imagine is to ask the perspective players to drop all character preconceptions before coming to the table. They'd have to draw up fairly generic PC's attached to the campaign with bare threads provided by the DM until the player finds something 'in-game' that interests them. But, is that very exciting? If I were a player, I'm not sure I'd like to be given my tie to the campaign world until I found something to hook onto on my own.
No. In fact I'd advise against giving players little information combined with high restrictions. It's going to make players unhappy fast. I've run some very limited campaigns with some very specific important information (Ravenloft campaign setting). Characters who don't lean die. Players who don't learn are asked to leave. If you're going to have boundaries, that's fine. Just be ready to enforce them. But laws with reasoning behind them are always better than laws because I said so.Is that my only option? As a DM bringing my pre-fabricated campaign, I realize I have a responsibility to be flexible, but I'd rather not have to flex the boundaries defined by my created work much. And in the end, aren't I permitted, as DM, to determine said boundaries?
Then don't. Set the guidelines for what you will accept. Provide a reason for those guidelines. Characters are often special snowflakes, but rarely are they so at level 1 and I have no problem making that clear with low survival rates, especially for the unprepared. Special Snowflake Tier starts around level 16 in most of my settings.For example: In the past, I've had players who wanted to bring in concepts like 'Witch Hunter' or 'miniature giant from a faraway land' or 'slime cultist worshiping an entity from the Xth Dimension'. Really far-out stuff that'd I'd have to stretch my setting and create whole new swaths of factions and opponents totally unrelated to my predominant theme. They all felt like square pegs hammered into square hole. I would like to avoid this, this time around.
Don't be afraid to say "NO". But your answers, yes or no, should always be backed up with some reason. A little sugar to help the pill go down.