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General Tabletop Discussion
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Do players REALLY care about the game world?
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<blockquote data-quote="overgeeked" data-source="post: 8304164" data-attributes="member: 86653"><p>I agree. They might come to care over time, through exposure to the setting in chunks that actually matter to them. But no fresh player really cares about the setting. Not until you make them care by bringing it into the game in a way that matters to them.</p><p></p><p>With the caveat that nothing's really unique, it's always just a jumble of things we've previously seen, read, watched, etc and we're recombining them in new and interesting ways. So a player spotting your inspiration simply means you need to file off more of the serial numbers.</p><p></p><p>I've found this to be situationlly true. Sometimes it's far easier to study an existing setting and work within it, other times it's far easier to not be constrained by the setting and create one as you go. For me, it's the difference in tone that I want in the game that makes the choice for me. If I want something grounded, I'll go with an established setting. If I want to really play up the fantasy, I'll go with a homebrew setting. There's nothing worse than running a setting that your players know better than you do. "That's not on the corner of X and Y, that's on the corner of Y and Z". Homebrew simply eliminates that as a potential problem.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 8304164, member: 86653"] I agree. They might come to care over time, through exposure to the setting in chunks that actually matter to them. But no fresh player really cares about the setting. Not until you make them care by bringing it into the game in a way that matters to them. With the caveat that nothing's really unique, it's always just a jumble of things we've previously seen, read, watched, etc and we're recombining them in new and interesting ways. So a player spotting your inspiration simply means you need to file off more of the serial numbers. I've found this to be situationlly true. Sometimes it's far easier to study an existing setting and work within it, other times it's far easier to not be constrained by the setting and create one as you go. For me, it's the difference in tone that I want in the game that makes the choice for me. If I want something grounded, I'll go with an established setting. If I want to really play up the fantasy, I'll go with a homebrew setting. There's nothing worse than running a setting that your players know better than you do. "That's not on the corner of X and Y, that's on the corner of Y and Z". Homebrew simply eliminates that as a potential problem. [/QUOTE]
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