Your DM has a cool idea for a new campaign. He's either written some setting material himself, or purchased a setting that he thinks will rock. He's told you the basic gist of the game, but he'd like each of the players to read some material before making characters. How much would you be willing to read, if you're the player, not the DM?
It really depends on what's in it.
Message to all DMs: I have absolutely no interest in reading the long, turgid backstory of your campaign world. None. Zero. Nada. If the backstory is crucial to understanding the setting, sketch it out in one (1) paragraph and be done with it; and by "paragraph" I do not mean "six-page wall of text." No more than half a page, single-spaced, 12-point font.
Now, if your campaign intro contains stuff that is immediately useful to me (like, "This is the town/country you start in and important personages there, this is how elves are in this world, this is how dwarves are, this is how arcane magic is") and written in a concise, efficient way, I'm okay with 2-5 pages, maybe even 10... although I will be annoyed if you expect me to have those pages memorized.
For my own campaigns, I typically write a brief introductory section--less than one page--which gives an overview of the setting, followed by a few pages of reference material. I expect everybody to read the intro, and the reference material directly relevant to their PCs (e.g., if you're an elf, you need to read the bit about elves). Everything else is strictly optional, meant to be read as needed during the game. I don't expect anybody to memorize the section on world geography, but if you're going to the Plains of Ashah, you might want to glance over that section and see what it has to say about the Plains.
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