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General Tabletop Discussion
*Dungeons & Dragons
Do players REALLY care about the game world?
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<blockquote data-quote="Dessert Nomad" data-source="post: 8304722" data-attributes="member: 6976536"><p>This is a good example of what I meant before about forestory vs backstory. You're putting things that in a lot of settings would be distant background in the foreground for players to be a part of, which in my experience makes a huge difference in engagement. A lot of game setups just have a list of deities somewhere in the background but don't bring them into the game, and the players look at it long enough to pick one to fit a cleric, and maybe grab a name of a god of death, luck, war, or something else to make quips or insults with. If the names of deities are invoked commonly, they become part of the PC's world instead of a checkbox to click when building a cleric or paladin.</p><p></p><p>That's a pretty important distinction actually - I read 'world of hurt' as meaning that the PCs would likely fail (or have the difficulty ramped over the top) if they didn't remember some offhand info in a packet from three weeks ago, not just that they'd have a DOH moment later on. That's significantly less hostile of a game than my initial read, so thanks for clarifying.</p></blockquote><p></p>
[QUOTE="Dessert Nomad, post: 8304722, member: 6976536"] This is a good example of what I meant before about forestory vs backstory. You're putting things that in a lot of settings would be distant background in the foreground for players to be a part of, which in my experience makes a huge difference in engagement. A lot of game setups just have a list of deities somewhere in the background but don't bring them into the game, and the players look at it long enough to pick one to fit a cleric, and maybe grab a name of a god of death, luck, war, or something else to make quips or insults with. If the names of deities are invoked commonly, they become part of the PC's world instead of a checkbox to click when building a cleric or paladin. That's a pretty important distinction actually - I read 'world of hurt' as meaning that the PCs would likely fail (or have the difficulty ramped over the top) if they didn't remember some offhand info in a packet from three weeks ago, not just that they'd have a DOH moment later on. That's significantly less hostile of a game than my initial read, so thanks for clarifying. [/QUOTE]
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