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Encouraging Player Curiousity
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<blockquote data-quote="amerigoV" data-source="post: 5083572"><p>I run Eberron as well. I view the setting as a backdrop to the adventure and just "paint" a few details in over time. They have interacted with enough of the Houses to know they exist, and even have an idea what they do ("out of wands of CxW, lets go to the Healer House"). Subtle repetitions help.</p><p></p><p>I just highlight the Eberrony-ness of the situation ("you know an adventure is about to start - it is a dark, rainy night in Sharn!"). I do not worry about if they do not suddenly talk the Eberron Lingo. I feel it gives some richness and depth to whatever I am running by adding a few details. If they bite, great. If not, there are still plenty of critters to kill. I just point out where their characters might care ("this guy is from House X, your character would know it means Y").</p><p></p><p>WoTC did not help though. The setting wants to the Emerald Claw to be the Nazi's of the world - sort of a 1930s style pulp villian group. But the early adventures they just do not come across very well. And it is just hard to be scared of a bunch of Emerald dudes. The EC seems to be the villian in EVERY published adventure (even Ravenloft, the Eberron plot hook was the fricken EC after the Book of Strahd--- give it a rest). So now my group mocks the Emerald Claw. They love to spread false rumors about the EC, and I just sit back and enjoy it since their overuse in the publish adventures annoyed me. Now, the EC always make an appearance in an adventure even if it does not fit so the group can mock them (think Monte Python, a group of green guys bursting in and shouting "No one expects the Emerald Claw!!").</p></blockquote><p></p>
[QUOTE="amerigoV, post: 5083572"] I run Eberron as well. I view the setting as a backdrop to the adventure and just "paint" a few details in over time. They have interacted with enough of the Houses to know they exist, and even have an idea what they do ("out of wands of CxW, lets go to the Healer House"). Subtle repetitions help. I just highlight the Eberrony-ness of the situation ("you know an adventure is about to start - it is a dark, rainy night in Sharn!"). I do not worry about if they do not suddenly talk the Eberron Lingo. I feel it gives some richness and depth to whatever I am running by adding a few details. If they bite, great. If not, there are still plenty of critters to kill. I just point out where their characters might care ("this guy is from House X, your character would know it means Y"). WoTC did not help though. The setting wants to the Emerald Claw to be the Nazi's of the world - sort of a 1930s style pulp villian group. But the early adventures they just do not come across very well. And it is just hard to be scared of a bunch of Emerald dudes. The EC seems to be the villian in EVERY published adventure (even Ravenloft, the Eberron plot hook was the fricken EC after the Book of Strahd--- give it a rest). So now my group mocks the Emerald Claw. They love to spread false rumors about the EC, and I just sit back and enjoy it since their overuse in the publish adventures annoyed me. Now, the EC always make an appearance in an adventure even if it does not fit so the group can mock them (think Monte Python, a group of green guys bursting in and shouting "No one expects the Emerald Claw!!"). [/QUOTE]
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