What makes setting lore "actually matter" to the players?

In my experience, lore only matters for players, if it becomes relevant to their decision making during playing the game. Anything else is fluff that rarely becomes of any relevant meaning to the players.

Absolutely this.

Too often GMs, or adventure authors, indulge their desire to craft a whole backstory for their world, and expect the players to understand some part of it.

The only way I've seen lore/backstory work well, which includes the players being able to remember it, is when the bits and pieces emerge because they are immediately relevant to player goals.

I'll add that the same is true for lore intended for the GM in adventures/settings: too often the very first section is the history/backstory/lore, with the implication that the GM needs to understand all this stuff. I hate it. I want to know the state of things in the present. All that lore and backstory can be put into an appendix, if it's necessary at all.
 

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This is a bit of an aside, One of the coolest PBTA “knowledge” moves is from Freebooters on the Frontier:

Establish

When you introduce a potential fact and the Judge agrees that it might be true, say how you heard about it. When its truth is tested (now or later), roll +INT: on a 10+, it’s just as you say; on a 7-9, you were right, but there’s a caveat or complication of the Judge’s choosing; on a 6-, mark Intelligence, and the Judge makes a move.”
OMG! Someone else knows of Freebooters on the Frontier! yay!!! That is such a masterclass game!

Sorry for aside, just gushing :P
 

In Game of Thrones, nobody would have cared about the knowledge of Tyrion Lannister being the one who was in charge of rebuilding the sewer system if it was in an info dump in the start of the campaign. It only became important for the episode with the siege and him using the knowledge to sneak into the city.

This brings up letting players add background to their character as the game unfolds. Does it help and make sense if your PC grew up in that city and was a noble or is it a cheat of sorts to declare that your character now knows X.
 

Absolutely this.

Too often GMs, or adventure authors, indulge their desire to craft a whole backstory for their world, and expect the players to understand some part of it.

The only way I've seen lore/backstory work well, which includes the players being able to remember it, is when the bits and pieces emerge because they are immediately relevant to player goals.

I'll add that the same is true for lore intended for the GM in adventures/settings: too often the very first section is the history/backstory/lore, with the implication that the GM needs to understand all this stuff. I hate it. I want to know the state of things in the present. All that lore and backstory can be put into an appendix, if it's necessary at all.
See, I love history (real or imagined), so I want the history of the setting front and center. That's the most fun part for me. That history is what makes the setting make logical sense, and it needs to in order for me to appreciate it properly. Verisimilitude is a very high priority for me in RPGs (though certainly not my only one).
 

See, I love history (real or imagined), so I want the history of the setting front and center. That's the most fun part for me. That history is what makes the setting make logical sense, and it needs to in order for me to appreciate it properly. Verisimilitude is a very high priority for me in RPGs (though certainly not my only one).

Yeah but while there’s a handful of people like you, threads like this wouldn’t exist if this was a common paradigm in the hobby.
 

An interesting point was brought up in the What rpg system would you use for a 60+ session fantasy campaign? thread earlier this week.

It was expressed by @RenleyRenfield that fantasy settings were no longer of interest, because "none of their lore actually matters or has intriguing boundaries".



And it got me thinking---what qualities must lore possess to rise to the level of "actually mattering" in play?
Or perhaps put another way, what qualities must players perceive about lore for them to consider it as "actually mattering" in play?

For my own part, I generally still enjoy fantasy settings in the sense of "vaguely medieval-ish time period with magic."

But I'm totally, completely done with fantasy settings that have races/heritages with "alternate physiologies". To the point that I'm this close to basically stating up front for every campaign I GM from now on that human is the only available heritage.

I'm still very much interested in Tolkien-esque fantasy PRECISELY because it means I don't have to worry or care about culturally portraying non-human heritages. I'm not interested in portraying or interacting with cat people. Or dog people. Or walking-tree-people. Or (with apologies to Daggerheart) mushroom, turtle, or frog people.

Humans, elves, dwarves, halflings---and maybe on a good day, orcs, goblins and gnomes. (Truthfully, they're all just "humans with minor differences in appearance traits," but I can at least give my players some illusion of choice, I suppose.)

So this is kind of a weird intersection of Renley's other statement about "boundaries." One particular "boundary" or "distinctiveness" for many fantasy settings seems to be the prevalence of a multitude of heritages----but fantasy (or sci-fi for that matter) trying to set itself apart with "15 new and unique heritages!" does absolutely nothing for me.

In my experience, physiologies based on heritage never matter in play. On the very, very rare occasions a PC's race/heritage ever mattered, it was in such a shallow, superficial manner that it rendered the "matter" trite. In my experience players don't choose race/heritage based on deeper character building / cultural introspection / psychological interweaving. They choose race/heritage for A) the stat bonuses or B) some vague notion of "Hey, wouldn't it be cool if I was a furry cat person?"

As a GM, I want players to bring personality, attitudes, values, mindsets, thought processes to life through their characters---the things that make us as individual humans interesting. Making your character a "walking mushroom" just because "that would be so rad" actively hinders getting to the character traits I'm actually interested in seeing from their characters.

This was further driven home by my recent reading of Project Hail Mary ..... which to avoid spoilers, I'll only say that one of the main characters ultimately fits into this same paradigm----the character is of interest PRECISELY because of the presentation of their personality, attitudes, values, mindsets, and thought processes. The character's physiology is only interesting insofar as it presents a metaphysical space for presenting and exploring the character traits.

Another boundary where I diverge greatly from say, Brandon Sanderson --- I couldn't care less about how "unique" and "special snowflake-y" the magic system is. I don't care if your magic system is mentalism/psionics, Vancian waving of bat poop and pearls in the air until your spell goes off and its "burned from your memory", sorcerous "burning of the blood," ingesting bits of metal into your stomach to activate powers, or convincing alternate-dimension demons / angels / fairy sprites into altering reality at your behest.

What's intriguing about magic isn't the inner workings---its how the characters and the assumed cultural society develop norms around its use. For me, magic is only interesting insofar as it creates meaningful social play space inside the fiction. If it doesn't serve that purpose, I generally don't care about magic at all.

Say what you will about the presence of the Jedi in Star Wars, the Jedi Order absolutely creates an interesting social play space inside its fiction. Anyone who watches Star Wars with any level of non-passive interest can describe for you the social normative conventions of Force use imposed by the Jedi --- their political aims, their teaching and instruction style, the limits of use for avoiding the "dark side, etc.
I think it depends on your players as individuals, the game you're running and the GM.

Players: I have heavy RP players in the two games I'm running. So the player's ancestry/race/species actually DOES matter. Also, none of those players are the type (or maybe haven't played TTRPGs long enough to get jaded) to min/max their characters. So they aren't choosing characters or character options based on points. They're sometimes DEFINITELY picking suboptimal choices if it matches better with their backstory.

Game yo're running: My players take this stuff more seriously on longer campaigns and care less on one-shots. Although that's not always true. At the table where I'm a player, I ran a few one-shots in the late summer when we had too many players on vacation to run the main campaign. The players, especially the GM, played differently based on the charcter backgrounds they chose.

The GM: It's up to your GM (or you, if you're the GM) to make it matter. In the last campaign I ran, if the city they went to was like 99% elf - the townsfolk treated my players differently (because they weren't). We were playing Tales of the Valiant which has the beastkin ancestry available. One of my players made an alligator, frog, turtle chimera. Everywhere they went - people would comment on it. One NPC even decided to hunt him down (over multiple sessions) because he was an abomination. I'll make NPCs that are the same ancestry/race/species as my players inherently trust them more. If the lore says they should hate each other (elf/dwarf) I made them roll persuasion at disadvantage, etc.

SO if player options don't matter at your table - I would take a look at these 3 potential reasons why it doesn't matter to people.
 

See, I love history (real or imagined), so I want the history of the setting front and center. That's the most fun part for me. That history is what makes the setting make logical sense, and it needs to in order for me to appreciate it properly. Verisimilitude is a very high priority for me in RPGs (though certainly not my only one).
Yeah, this was the main thrust of my reply. Either the OP doesn't care or the OP is playing with people who don't care. But many do. I think the best thing is - go for a table that aligns with our position on this.
 

For lore to matter, it must affect players' decision making. Which means that the decisions made must be different from what they would be in a loreless environment. This runs the risk of the player viewing the new decision as suboptimal.

To stop this, the decision must open up new opportunities that are also not available in a loreless environment.

If anything, this just loops back to the gamer vs. roleplayer false dichotomy.
 


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