TW said:
Ah, those three little words.
Y'know, the DM who is writing in does need a bit of a wake-up call. I agree with ""My art is being ignored?" Please.", from the article, wholeheartedly.

Similarly, he gets to the heart of it with what is quoted below.
Article said:
Needing to hold too much information on the front end, when the organizing systems that hold it together don't come until the back end, is a bad strategy. My other field is education, and that approach is pretty much the opposite of what you want to do if you want people to learn, absorb, retain, and be able to use information. Because D&D is set up as a sort of mystery/exploration game where you gradually pick up information and put it together as you go, you can't dump everything on the players up front without spoiling the dramatic tension you're trying to build.
And I do like this moment:
Article said:
DMs sometimes assume that the effort they put into a world or a setting or a character or an encounter or an item somehow earns them the right to validation by the players. Ask any comedian -- you can work on a joke all week, but if the audience doesn't laugh, then it wasn't funny, no matter how much effort you poured into it.
And then it ends with some pretty solid advice:
Article said:
Dial back a little on the creating and spend more time listening to what players want. Then, when you do create things, you can do it with a good sense of what will interest them instead of what you think will interest them. When you dive into history and backstory in the campaign, don't overdo it. Make it relevant to the characters and their interests, and make it relevant to the mechanics of the game.
It gets a little lost in the "player entitlement" kind of talk, but the core here is some very good advice, and it boils down to "Show, don't tell." The players need the item to be *relevant* to them.
Now, there are many different types of players, some who will jump at a world's history and lore, but even there, giving it out all at once isn't a good idea. Like anything a player wants, you make them *earn* it.
If creating items for D&D is an art, a good artist will not be ignored, because a good artist is always
relevant. If you're too wrapped up in your own obsessive geek fantasies to contact the audience for your creation, it is useless, it will be ignored, and only a select few of similarly obsessive geeks will care.
The DMs are not entitled to their players' fascination with the DM's setting in the slightest. But adept DMs can make players fascinated with their setting by making the setting very interactive.