Raven Crowking
First Post
I have to agree that stripping the dead of their gold teeth and toenails occurred in D&D long before it happened in computer games!
That said, I don't think that it is worthwhile to gloss over everything not directly related to the adventure. First off, if you never mention anything not directly related to the adventure, it would take a foolish player indeed to not know that the beggar accosting them was somehow important.
To me, versimilitude is important, and background details are more important in a game than in a good novel simply because in the novel the author knows what is important, while in the game the players should not necessarily have that advantage.
Of course, it is a lot more fun for the players if there is some reasonable limitation on how much scene-setting occurs. Even more fun if the scene-setting serves to convey potentially important information (such as noting that the price of swords is going up due to rumours of war, or food prices are lower because a clerical sect is using divine magic to feed the poor). Seeing the ruins of a castle on the horizon might not be important when travelling from point A to point B, but it might offer an opportunity for later exploration.
I like scene-setting that is recursive as well. The innkeeper at the Last Candle continues to be there every time the PCs stay at the inn. Then, one day, if the innkeeper is in trouble, the players might feel personally involved. Or, if the innkeeper died while they were away, it might actually make them feel like a smaller part of a larger world.
IMC, I mentioned as an aside once that dragon chess was a fad sweeping the town they spent a few months in (waiting for specialty items to be crafted). During that same time, a notorious thief, Rosethorn Jack, was active in town. His (or her?) calling card was leaving a rose at the scene of his (her?) crimes. These two things started as throw-away flavour, but they caught the players' imaginations, and thus became more prominent parts of the world. The players are still hoping, as a subplot, to uncover Rosethorn Jack's identity.
Likewise, an officious prat of a tax collector might seem like a niggling detail better left off stage, but dealing with offensive people actually becomes fun for the players....when they finally get to dump him into a mud puddle. Occasionally setting up things that annoy the players...so long as you don't eliminate every means for the PCs to eventually deal with the annoyance...can result in some of the most well-remembered and oft-told encounters of the game. Even if the PCs never gain a silver piece from it.
It's all in presentation, and paying attention to what the players are interested in.
That said, I don't think that it is worthwhile to gloss over everything not directly related to the adventure. First off, if you never mention anything not directly related to the adventure, it would take a foolish player indeed to not know that the beggar accosting them was somehow important.

To me, versimilitude is important, and background details are more important in a game than in a good novel simply because in the novel the author knows what is important, while in the game the players should not necessarily have that advantage.
Of course, it is a lot more fun for the players if there is some reasonable limitation on how much scene-setting occurs. Even more fun if the scene-setting serves to convey potentially important information (such as noting that the price of swords is going up due to rumours of war, or food prices are lower because a clerical sect is using divine magic to feed the poor). Seeing the ruins of a castle on the horizon might not be important when travelling from point A to point B, but it might offer an opportunity for later exploration.
I like scene-setting that is recursive as well. The innkeeper at the Last Candle continues to be there every time the PCs stay at the inn. Then, one day, if the innkeeper is in trouble, the players might feel personally involved. Or, if the innkeeper died while they were away, it might actually make them feel like a smaller part of a larger world.
IMC, I mentioned as an aside once that dragon chess was a fad sweeping the town they spent a few months in (waiting for specialty items to be crafted). During that same time, a notorious thief, Rosethorn Jack, was active in town. His (or her?) calling card was leaving a rose at the scene of his (her?) crimes. These two things started as throw-away flavour, but they caught the players' imaginations, and thus became more prominent parts of the world. The players are still hoping, as a subplot, to uncover Rosethorn Jack's identity.
Likewise, an officious prat of a tax collector might seem like a niggling detail better left off stage, but dealing with offensive people actually becomes fun for the players....when they finally get to dump him into a mud puddle. Occasionally setting up things that annoy the players...so long as you don't eliminate every means for the PCs to eventually deal with the annoyance...can result in some of the most well-remembered and oft-told encounters of the game. Even if the PCs never gain a silver piece from it.
It's all in presentation, and paying attention to what the players are interested in.