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General Tabletop Discussion
*TTRPGs General
Getting the players interested in the campaign setting.
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<blockquote data-quote="fba827" data-source="post: 5297795" data-attributes="member: 807"><p>campaign settings are hard to be enthused about -- either you are, or you aren't.. and very few inbetween that can be converted. For me, personally, if it's not already a setting that i have interest in, then it is especially hard to see a big campaign setting book and think "I have to read/learn all this for a game" ?</p><p></p><p></p><p>Some thoughts come to mind:</p><p></p><p>a) encounters/scenarios that don't involve killing as the main goal. Maybe they need to get something and get out. Maybe the goal is to stop a ritual. Maybe they need to escort someone from A to B.</p><p></p><p>b) introduce NPCs (both in the form of commoners and villians or allies) who know a PC from thier hometown (former neighbors, or they used to attend church with their mother, or it's the uncle that dissapeared years ago and is now back with an army of undead with him, whatever ...) thus, giving them a story connection een though they didn't think up one themselves</p><p></p><p>c) the thing that makes one campaign arc/story different than any other situation is the story. you may have a reason for the PCs to be going from combat to combat, but perhaps the players aren't understanding it yet, hence the reason it all seems like 'just killing stuff' as opposed to 'advancing the story by way of murder :-D' So see if there is another way to convey the plot in case the players aren't really "getting it" well enough to make it distinctive</p><p></p><p>d) is there an abridged primer that relates specifically to the area the game is focused on? something you can make up that is basically no more than a page long. And then let them learn other details about the world and setting as the game progresses (i.e. "this halforc bears the mark of the Gate Keepers.... those of you trained in history know that the Gate Keepers are ...."). This lets it be short and focused and therefore not intimidating.</p><p></p><p>e) you talk about iconic eberron style characters, if possible, make sure the iconic eberron style stuff is also in the encounters -- i.e. warforged, or maybe a fight in a car on the lightning rail, etc. just stuff that might make them go "oh, that's neat, never realized that sort of thing was here ..." adding to the overall tone.</p><p></p><p></p><p>(anyway, just late night rambles. maybe i said something of use in that brain dump. if not, sorry <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> )</p></blockquote><p></p>
[QUOTE="fba827, post: 5297795, member: 807"] campaign settings are hard to be enthused about -- either you are, or you aren't.. and very few inbetween that can be converted. For me, personally, if it's not already a setting that i have interest in, then it is especially hard to see a big campaign setting book and think "I have to read/learn all this for a game" ? Some thoughts come to mind: a) encounters/scenarios that don't involve killing as the main goal. Maybe they need to get something and get out. Maybe the goal is to stop a ritual. Maybe they need to escort someone from A to B. b) introduce NPCs (both in the form of commoners and villians or allies) who know a PC from thier hometown (former neighbors, or they used to attend church with their mother, or it's the uncle that dissapeared years ago and is now back with an army of undead with him, whatever ...) thus, giving them a story connection een though they didn't think up one themselves c) the thing that makes one campaign arc/story different than any other situation is the story. you may have a reason for the PCs to be going from combat to combat, but perhaps the players aren't understanding it yet, hence the reason it all seems like 'just killing stuff' as opposed to 'advancing the story by way of murder :-D' So see if there is another way to convey the plot in case the players aren't really "getting it" well enough to make it distinctive d) is there an abridged primer that relates specifically to the area the game is focused on? something you can make up that is basically no more than a page long. And then let them learn other details about the world and setting as the game progresses (i.e. "this halforc bears the mark of the Gate Keepers.... those of you trained in history know that the Gate Keepers are ...."). This lets it be short and focused and therefore not intimidating. e) you talk about iconic eberron style characters, if possible, make sure the iconic eberron style stuff is also in the encounters -- i.e. warforged, or maybe a fight in a car on the lightning rail, etc. just stuff that might make them go "oh, that's neat, never realized that sort of thing was here ..." adding to the overall tone. (anyway, just late night rambles. maybe i said something of use in that brain dump. if not, sorry :) ) [/QUOTE]
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