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General Tabletop Discussion
*TTRPGs General
Getting the players interested in the campaign setting.
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<blockquote data-quote="Oryan77" data-source="post: 5297835" data-attributes="member: 18701"><p>From what I've seen from players, the setting doesn't really matter to them. They'll be as enthusiastic playing in one setting as much as they would be in playing another. Unless they have a real love/hate relationship with a setting.</p><p></p><p>I think the real goal is to get them interested in your game world, not so much the actual setting. This often seems like a challenge for the DM (I know I struggle with it). The only real way a player gets interested is when he makes an active effort to learn about things. If he doesn't, he probably isn't that interested in that aspect of the game. You'll really never be able to force or convince a player to be interested. Either he will or he won't on his own terms.</p><p></p><p>One thing that works, is if you are running a published setting that has some good novels written for it. When I first played 2e Dark Sun, I thought the game was fun, but once I started reading Dark Sun novels, it made my gaming way more exciting. Just being familiar with in-game content because I read about it in the novels was very cool. It really helped pull me into the game world. </p><p></p><p>Planescape has several Players Guides that the DM can give to players to read about various planar fluff. I think they are pretty entertaining books because they are written first person, which makes it seem less like a rule book. But I just can't get anyone to read the damn things. </p><p></p><p>So what I did recently was I reminded the players that I have these books, and they can read about Pandemonium if they wanted before their PCs went there during the next session. My intention was to give any players that read them some bonus XP. At the beginning of the game, as they prepared for their trip to Pandemonium, one of the players started spouting off some knowledge he picked up from reading the Players Guide (I was surprised he read it). The other players started asking him questions about what to expect on their trip. When he got done telling them a few things he remembered, I announced that his PC earned 50 bonus XP because the player read the book. Then everyone started smiling and did the old, "Ah man!" routine, while the player with the bonus XP grinned.</p><p></p><p>So now I'm hoping that the next time I remind them about the Players Guides before they visit a new plane, they'll all come back to the next session all ready to get some bonus XP.</p><p></p><p>I don't know how well it will work to bribe players with XP for reading about the setting. But it might be worth giving it a try.</p></blockquote><p></p>
[QUOTE="Oryan77, post: 5297835, member: 18701"] From what I've seen from players, the setting doesn't really matter to them. They'll be as enthusiastic playing in one setting as much as they would be in playing another. Unless they have a real love/hate relationship with a setting. I think the real goal is to get them interested in your game world, not so much the actual setting. This often seems like a challenge for the DM (I know I struggle with it). The only real way a player gets interested is when he makes an active effort to learn about things. If he doesn't, he probably isn't that interested in that aspect of the game. You'll really never be able to force or convince a player to be interested. Either he will or he won't on his own terms. One thing that works, is if you are running a published setting that has some good novels written for it. When I first played 2e Dark Sun, I thought the game was fun, but once I started reading Dark Sun novels, it made my gaming way more exciting. Just being familiar with in-game content because I read about it in the novels was very cool. It really helped pull me into the game world. Planescape has several Players Guides that the DM can give to players to read about various planar fluff. I think they are pretty entertaining books because they are written first person, which makes it seem less like a rule book. But I just can't get anyone to read the damn things. So what I did recently was I reminded the players that I have these books, and they can read about Pandemonium if they wanted before their PCs went there during the next session. My intention was to give any players that read them some bonus XP. At the beginning of the game, as they prepared for their trip to Pandemonium, one of the players started spouting off some knowledge he picked up from reading the Players Guide (I was surprised he read it). The other players started asking him questions about what to expect on their trip. When he got done telling them a few things he remembered, I announced that his PC earned 50 bonus XP because the player read the book. Then everyone started smiling and did the old, "Ah man!" routine, while the player with the bonus XP grinned. So now I'm hoping that the next time I remind them about the Players Guides before they visit a new plane, they'll all come back to the next session all ready to get some bonus XP. I don't know how well it will work to bribe players with XP for reading about the setting. But it might be worth giving it a try. [/QUOTE]
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