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Do players REALLY care about the game world?
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<blockquote data-quote="jgsugden" data-source="post: 8305485" data-attributes="member: 2629"><p>This is false. Watch Critical Role. Liam cares as much about Matt Mercer's world as Matt does.</p><p></p><p>I've also had quite a few players that were hugely invested in my setting. In the 1980s, one PC established a small keep and took control of the lands surrounding it. In the 1990s, that keep became a pivotal landmark in a war, and the descendents of the PC ended up ruling over both of the resulting merged Kingdom. Then it grew into an Empire of Confederated Nations, before an evil descendent managed to pull off a coup and take control of it. The last time I played an in person game with that player was 2015 before he moved to Texas. His PC, a great descendent of the original PC, walked down the halls of that ancient keep, now a forgotten relic of an age past, and achieved a major turning point in the campaign by completing a 25 year old (real world) / 380 year (game time) storyline. You would not believe how invested he was in that part of the campaign world. The difference between a homebrew and a published world tends to be information access for players.</p><p></p><p>Whether you're DMing a homebrew of the FR, as a DM you can spend a lot of time building up your knowledge of the world, either by creating it or reading it. To that end, it doesn't matter if you create something good or use established materials. If you invest 3 hours before you play, you'll have enough time to build a rough framework, whether that comes from someone else's words or your own mind. If you invest 30 hours before you play, you can have a detailed framework. If you invest 300 hours over a year building a campaign world before players set foot in it, you can have an immersive detailed picture of the setting, figures and politics of the world - regardless of whether you wrote it, or you read it. If, like me, you've played in a setting for decades and have over 3000 hours of time devoted to it, you likely know it intimately and can answer oddball questions with established answers. This is true whether you started running games in the FR once upon a time and have continued to do so for decades, or you built up a homebrew.</p><p></p><p>As a player, the big difference is whether you can just look up lore in books/internet, or if the DM is the gatekeeper of all the lore. Players can only come to know a Homebrew via the DM. They can't go out and read the FR novels, go to the Candlekeep site, etc... To me, this is similar to the difference between watching a show without seeing spoilers, and seeing a show after having the big plot twists spoiled.</p><p></p><p>If you make an immersive and cool homebrew, and you lure your players in, and they want to explore more, they'll have to come to you to learn what they want to know about the world. The question is whether the combination of your approach, and the interests of the players, mesh to get them interested.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 8305485, member: 2629"] This is false. Watch Critical Role. Liam cares as much about Matt Mercer's world as Matt does. I've also had quite a few players that were hugely invested in my setting. In the 1980s, one PC established a small keep and took control of the lands surrounding it. In the 1990s, that keep became a pivotal landmark in a war, and the descendents of the PC ended up ruling over both of the resulting merged Kingdom. Then it grew into an Empire of Confederated Nations, before an evil descendent managed to pull off a coup and take control of it. The last time I played an in person game with that player was 2015 before he moved to Texas. His PC, a great descendent of the original PC, walked down the halls of that ancient keep, now a forgotten relic of an age past, and achieved a major turning point in the campaign by completing a 25 year old (real world) / 380 year (game time) storyline. You would not believe how invested he was in that part of the campaign world. The difference between a homebrew and a published world tends to be information access for players. Whether you're DMing a homebrew of the FR, as a DM you can spend a lot of time building up your knowledge of the world, either by creating it or reading it. To that end, it doesn't matter if you create something good or use established materials. If you invest 3 hours before you play, you'll have enough time to build a rough framework, whether that comes from someone else's words or your own mind. If you invest 30 hours before you play, you can have a detailed framework. If you invest 300 hours over a year building a campaign world before players set foot in it, you can have an immersive detailed picture of the setting, figures and politics of the world - regardless of whether you wrote it, or you read it. If, like me, you've played in a setting for decades and have over 3000 hours of time devoted to it, you likely know it intimately and can answer oddball questions with established answers. This is true whether you started running games in the FR once upon a time and have continued to do so for decades, or you built up a homebrew. As a player, the big difference is whether you can just look up lore in books/internet, or if the DM is the gatekeeper of all the lore. Players can only come to know a Homebrew via the DM. They can't go out and read the FR novels, go to the Candlekeep site, etc... To me, this is similar to the difference between watching a show without seeing spoilers, and seeing a show after having the big plot twists spoiled. If you make an immersive and cool homebrew, and you lure your players in, and they want to explore more, they'll have to come to you to learn what they want to know about the world. The question is whether the combination of your approach, and the interests of the players, mesh to get them interested. [/QUOTE]
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