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General Tabletop Discussion
*Dungeons & Dragons
Do players REALLY care about the game world?
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<blockquote data-quote="Eventhorrizon" data-source="post: 8357770" data-attributes="member: 7031795"><p>In fairness, no one cares about the lore of a world to begin with. No one read the Similarian until after they fell in love with The Lord of the Rings. Your players wont be invested until they have a reason to get invested. I would incorporate your in game history and world quirks directly into the adventure.</p><p></p><p>The party comes to a town that is holding a festival celebrating the defeat of an ancient hag. The party doesnt really care about the detail but has fun and earns some minor loot playing carnival games. Suddenly the carnival is attacked by the ghost of the hag come back to have her revenge apon the living. If the party wants to defeat her they will need to investigate to learn where he ancient lair was, how she was defeated in the first place, and in doing so they learn abit of yor worlds history. The villagers superstitious about the hag and fear she will punish them if they cross her, so the party has to navigate this micro culture of this little town to get the info they need.</p><p></p><p>Thats one example to engage the players with the world mechanically, engaging them emotionally is another matter entirely. The best way to do this is to incorporate the players back story into the setting. The player is a former pirate? Neat. The Empire is cracking down on pirates and is putting out bounties on any known pirate. Old crew mats might approach the player asking for aid and weather or not they want to they could get drawn into imperial politics. Maybe the Empire will forget all about the players past if they do a job for them, maybe the player may choose to help their old crew mates and drag the party into a high seas adventure, either way they are engaging with the world.</p><p></p><p>I think those are all good ideas but at the same time, some times thw world just wont appeal to the players and they ignore it. Thats always the case with fiction, you cant please every one. Knowing that is part of being a dungeun master. If your player doesn't really care about your setting but is still having fun, then you are doing a good job.</p></blockquote><p></p>
[QUOTE="Eventhorrizon, post: 8357770, member: 7031795"] In fairness, no one cares about the lore of a world to begin with. No one read the Similarian until after they fell in love with The Lord of the Rings. Your players wont be invested until they have a reason to get invested. I would incorporate your in game history and world quirks directly into the adventure. The party comes to a town that is holding a festival celebrating the defeat of an ancient hag. The party doesnt really care about the detail but has fun and earns some minor loot playing carnival games. Suddenly the carnival is attacked by the ghost of the hag come back to have her revenge apon the living. If the party wants to defeat her they will need to investigate to learn where he ancient lair was, how she was defeated in the first place, and in doing so they learn abit of yor worlds history. The villagers superstitious about the hag and fear she will punish them if they cross her, so the party has to navigate this micro culture of this little town to get the info they need. Thats one example to engage the players with the world mechanically, engaging them emotionally is another matter entirely. The best way to do this is to incorporate the players back story into the setting. The player is a former pirate? Neat. The Empire is cracking down on pirates and is putting out bounties on any known pirate. Old crew mats might approach the player asking for aid and weather or not they want to they could get drawn into imperial politics. Maybe the Empire will forget all about the players past if they do a job for them, maybe the player may choose to help their old crew mates and drag the party into a high seas adventure, either way they are engaging with the world. I think those are all good ideas but at the same time, some times thw world just wont appeal to the players and they ignore it. Thats always the case with fiction, you cant please every one. Knowing that is part of being a dungeun master. If your player doesn't really care about your setting but is still having fun, then you are doing a good job. [/QUOTE]
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