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Encouraging Player Curiousity
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<blockquote data-quote="Edgewood" data-source="post: 5083741" data-attributes="member: 20132"><p>That can be the difference with an established setting like Eberron as opposed to a homebrew (although it doesn't always have to be.) To get my players involved in the game world and to invest their interest I get them to create a part of their world. </p><p></p><p>If they say they are from village X on island Y have them develop said village. Have them describe their home from their point of view. I had a player pick out a region in my homebrew that has not been developed yet. He said that he wanted his character to be from that area. I then put the questions to him what the place was like. </p><p></p><p>He mulled it over for sometime and about two weeks later he came to me with a new culture, nation, and religion. I was amazed. Now he knew everything about is home, his country, who the major NPC were, etc. I now have my other players developing areas of their own. As a result, they become much more vested and interested in the campaign world.</p><p></p><p>You can certainly do this with a published campaign world too. Start small though. Perhaps a town, a small island or maybe even a new religion, or the economy of a small nation. Players actually like doing that sort of stuff.</p><p></p><p>Good luck!</p></blockquote><p></p>
[QUOTE="Edgewood, post: 5083741, member: 20132"] That can be the difference with an established setting like Eberron as opposed to a homebrew (although it doesn't always have to be.) To get my players involved in the game world and to invest their interest I get them to create a part of their world. If they say they are from village X on island Y have them develop said village. Have them describe their home from their point of view. I had a player pick out a region in my homebrew that has not been developed yet. He said that he wanted his character to be from that area. I then put the questions to him what the place was like. He mulled it over for sometime and about two weeks later he came to me with a new culture, nation, and religion. I was amazed. Now he knew everything about is home, his country, who the major NPC were, etc. I now have my other players developing areas of their own. As a result, they become much more vested and interested in the campaign world. You can certainly do this with a published campaign world too. Start small though. Perhaps a town, a small island or maybe even a new religion, or the economy of a small nation. Players actually like doing that sort of stuff. Good luck! [/QUOTE]
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