Arashi Ravenblade said:
I think players tend to be spoiled little brats, as ive see in my own current experience. They want everything handed to them. And if I write 1 sentence or 100 pages of an items history they are gonna listen or they can leave my game.
If someone isn't liking some aspect of the game, I'd rather know it than remain ignorant of the problem, perhaps having the problem grow over time. Then, I can try and mold the game into a more enjoyable time for everyone. Perhaps the distinction here is that indulgent exposition isn't something that I find enhances game play from either side of the screen anyway. As a DM, I would find much more enjoyment engaging the players than them humoring me. And, I somewhat expect this from others when they DM (although if all they want is for me to pretend to pay attention while smiling and nodding, I guess that's fine with me as well...).
Part of it depends on how often these soliloquies take place. If its a rare event, then a player should know to pay attention because its going to be important to the story in some way. If its fairly common for a magical item to get a couple of sentences of history behind it, then there's no way to keep track of it, plot hooks are lost in a sea of detail, and eyes begin to gloss over as the DM goes on about the fifth item in the last three hours.
It's sort of like playing out shopping trips. If you roleplay out every trip to the local smith, then its going to get boring and uninteresting. If its a rarity, and the DM starts to run the encounter with the shopkeep and his store, then you know something is up and you start to pay attention.
I love designing custom magic items (see my
thread). I give out about 2-3 custom magic items a session. Many of them get sold, tossed in bags of holding never to be seen again, get equipped but rarely used, or just forgotten. I'm okay with that, though. I don't expect the PCs to use them (or even not dislike them) because I took my own time to make them. That's just how it is.
Same thing goes for back story, history, plot lines, etc that the DM introduces in the game. Either the players find it interesting in its own merits, or they don't. If they don't, well... then they don't. The DM can either learn why they didn't like them, alter the game and his style to run a more engaging game, and end up with happy players and the satisfaction of improving his craft, or he can go ahead and read through the exposition anyway, forcing the players to listen to something because he finds it interesting himself. I prefer the former, personally.