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<blockquote data-quote="Greg K" data-source="post: 3057186" data-attributes="member: 5038"><p>I find the prepwork of culture (e.g., subsistence, economy, social structure, mores, technology, body ornamentation, naming conventions, major npcs, institutions, religion), recent history for each culture along with major historical events, is very beneficial to my knowledge of the setting and in keeping things consistent. However, once I have the cultures and other details worked out, it can benefit the player at the character generation session ( and even later in the campaign).</p><p></p><p>I know which classes and/ or class variants might be restricted to specific cultures and which do not exist in the campaign at all</p><p></p><p> I can use culture do help lend some additional distinction and possible roleplaying hooks that fits the setting through dress, body ornamentation, general cultural attitude, class variants, cultural weapon groups. </p><p></p><p> I can give characters ties to npc's and institutions. For clerics and Paladins especially, not only do I have the domains for deity worked out, I can proivde dogmas and tenets so the player knows what behavior is expected of the character.</p><p></p><p>I can give them bits of starting knowledge that someone from another culture/region would not have. Knowledge or recent local events might even serve as hooks for character background and a hook for adventuring.</p></blockquote><p></p>
[QUOTE="Greg K, post: 3057186, member: 5038"] I find the prepwork of culture (e.g., subsistence, economy, social structure, mores, technology, body ornamentation, naming conventions, major npcs, institutions, religion), recent history for each culture along with major historical events, is very beneficial to my knowledge of the setting and in keeping things consistent. However, once I have the cultures and other details worked out, it can benefit the player at the character generation session ( and even later in the campaign). I know which classes and/ or class variants might be restricted to specific cultures and which do not exist in the campaign at all I can use culture do help lend some additional distinction and possible roleplaying hooks that fits the setting through dress, body ornamentation, general cultural attitude, class variants, cultural weapon groups. I can give characters ties to npc's and institutions. For clerics and Paladins especially, not only do I have the domains for deity worked out, I can proivde dogmas and tenets so the player knows what behavior is expected of the character. I can give them bits of starting knowledge that someone from another culture/region would not have. Knowledge or recent local events might even serve as hooks for character background and a hook for adventuring. [/QUOTE]
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