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Do players REALLY care about the game world?
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<blockquote data-quote="Levistus's_Leviathan" data-source="post: 8303317" data-attributes="member: 7023887"><p>As others have said, but more simplified, <strong>players care about what matters in the campaign and to their characters</strong>.</p><p></p><p>A part of the world that can matter is the Quori conflict in Eberron, with the Dreaming Dark's goal to keep Il-Yannah from gaining control of Dal Quor ever again, but that only really matters a) if the players are playing in Eberron, and b) if that specific part of Eberron plays into the plot/characters in that specific campaign. In my current Eberron campaign, Quori spirits are where Warforged Souls come from, as well as the sentience of Docents. My campaign's Warforged Artificer wanted to figure out how to create docents in order to gain more rank in House Cannith, so this part of the world's lore mattered a ton. They currently don't care about the Lords of Dust, Lady Illmarrow, the Eldeen Reaches, Dolurr, or Argonnessen, even though they're fairly important parts of the world of Eberron, and they don't care because they (currently) don't matter to the campaign. There's a ton of interesting lore about all of those parts of Eberron, but the players don't care about all of that because a) it didn't come up when making their characters, and b) it hasn't mattered for any of their adventures so far.</p><p></p><p>In my new small Ravenloft campaign (one-on-one campaign with the player being a Survivor from VRGtR with the Squire character trying to escape the aberrant wasteland of Bluetspur), the player could absolutely not care less about the Domain of Dread for Strahd, even though the setting is named after his castle. It doesn't matter, even though it's technically part of the same setting.</p><p></p><p>So, yeah, that's really what it boils down to, in my experience. Of course, this is a generalization, and certain players may want to learn as much about the world as they possibly can even if their character or campaign doesn't involve that part of the world, and there may be other players that don't care about any of the lore as long as they get to go places and kill monsters and get rewards for doing that (treasure, levelling up, allies, etc), but most players seem to tend to care about the world to the extent that I have described in this post. I've also noticed a similar phenomenon for the mechanics of the game, with players only caring about the mechanics of the game if they matter to creating/playing their character or if it comes up in the campaign (ask your players how much you fall during your turn, and when you fall, and you're likely to not get any accurate answers [ISPOILER]the answer is 500 feet, and you fall as soon as you are no longer flying/standing on ground, and then again at the end of your turn, using the rules from XGtE[/ISPOILER]).</p></blockquote><p></p>
[QUOTE="Levistus's_Leviathan, post: 8303317, member: 7023887"] As others have said, but more simplified, [B]players care about what matters in the campaign and to their characters[/B]. A part of the world that can matter is the Quori conflict in Eberron, with the Dreaming Dark's goal to keep Il-Yannah from gaining control of Dal Quor ever again, but that only really matters a) if the players are playing in Eberron, and b) if that specific part of Eberron plays into the plot/characters in that specific campaign. In my current Eberron campaign, Quori spirits are where Warforged Souls come from, as well as the sentience of Docents. My campaign's Warforged Artificer wanted to figure out how to create docents in order to gain more rank in House Cannith, so this part of the world's lore mattered a ton. They currently don't care about the Lords of Dust, Lady Illmarrow, the Eldeen Reaches, Dolurr, or Argonnessen, even though they're fairly important parts of the world of Eberron, and they don't care because they (currently) don't matter to the campaign. There's a ton of interesting lore about all of those parts of Eberron, but the players don't care about all of that because a) it didn't come up when making their characters, and b) it hasn't mattered for any of their adventures so far. In my new small Ravenloft campaign (one-on-one campaign with the player being a Survivor from VRGtR with the Squire character trying to escape the aberrant wasteland of Bluetspur), the player could absolutely not care less about the Domain of Dread for Strahd, even though the setting is named after his castle. It doesn't matter, even though it's technically part of the same setting. So, yeah, that's really what it boils down to, in my experience. Of course, this is a generalization, and certain players may want to learn as much about the world as they possibly can even if their character or campaign doesn't involve that part of the world, and there may be other players that don't care about any of the lore as long as they get to go places and kill monsters and get rewards for doing that (treasure, levelling up, allies, etc), but most players seem to tend to care about the world to the extent that I have described in this post. I've also noticed a similar phenomenon for the mechanics of the game, with players only caring about the mechanics of the game if they matter to creating/playing their character or if it comes up in the campaign (ask your players how much you fall during your turn, and when you fall, and you're likely to not get any accurate answers [ISPOILER]the answer is 500 feet, and you fall as soon as you are no longer flying/standing on ground, and then again at the end of your turn, using the rules from XGtE[/ISPOILER]). [/QUOTE]
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