el-remmen
Moderator Emeritus
It depends of the style of play and the setting, but this sounds like stuff I used to do for my old homebrew and for that kind of "immersion" style game it can be great. However, in my own experience different players have different degrees of engagement when it comes to setting lore and when that lore is deeply connected to the mechanics of playing their character (whether directly or indirectly) they may be confused by or not like how it is 'different' from the core idea - for smooth integration of these kinds of ideas you need player buy-in.
These days I've moved to a conceit of having where the campaign takes place be a different place than where the PCs come from. Imagining some big mish-mosh world of endless fantasy influences allows players to basically make what they want (with some exceptions) but then in arriving in the distant part of the world where the game actually takes place allows them to learn about the micro-setting and engage with it to the degree the individual players feel comfortable - but not being all caught up on the cultural details of the setting is fine because the PCs are learning/experiencing it for the first time as part of the game.
These days I've moved to a conceit of having where the campaign takes place be a different place than where the PCs come from. Imagining some big mish-mosh world of endless fantasy influences allows players to basically make what they want (with some exceptions) but then in arriving in the distant part of the world where the game actually takes place allows them to learn about the micro-setting and engage with it to the degree the individual players feel comfortable - but not being all caught up on the cultural details of the setting is fine because the PCs are learning/experiencing it for the first time as part of the game.
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