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General Tabletop Discussion
*TTRPGs General
Getting the players interested in the campaign setting.
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<blockquote data-quote="Hand of Evil" data-source="post: 5297866" data-attributes="member: 371"><p>You have to get the players to interact and place some envolvment into the setting, they need to feel part of it. </p><p></p><p>1) Background - start small, keep the players in a location and let them learn about it. Place their backgrounds into the area and let them have family and friends that are envolved in the rumors and events of the area. Example of theis would be fathers or grand-fathers that fought in a war and the players hearing the stories or even getting a connection to other people from it. </p><p></p><p>2) Rumors - What is going on in the area. People want news and they get it, travellers talk. Pass on information.</p><p></p><p>3) The Actions of the players MUST cause a reaction - If the characters are changing the enviroment, the players need to know about it. If they kill a big bad, that is news (reaction), if they burn down a tavern, what are the results (reaction). This has to get back to the players, for them to feel the interaction with the campaign setting. </p><p></p><p>4) Interact with the players - let them help you. The information from a character's background can help you. Do the questions; how many brothers/sisters, where are they now, why did you become an adventurer, how did you meet the other party members, etc. You provide some basic information and let them fill in the details. Later you can then draw from the information and use it against them. Example: Player character finds out the big bad is his brother that left to join the army 10 years ago! The player provided that info for you in his background - you just take it and use it. </p><p></p><p>Let them players tell you how they meet and started to work together! </p><p></p><p>5) See link in my sig on DM Advice.</p></blockquote><p></p>
[QUOTE="Hand of Evil, post: 5297866, member: 371"] You have to get the players to interact and place some envolvment into the setting, they need to feel part of it. 1) Background - start small, keep the players in a location and let them learn about it. Place their backgrounds into the area and let them have family and friends that are envolved in the rumors and events of the area. Example of theis would be fathers or grand-fathers that fought in a war and the players hearing the stories or even getting a connection to other people from it. 2) Rumors - What is going on in the area. People want news and they get it, travellers talk. Pass on information. 3) The Actions of the players MUST cause a reaction - If the characters are changing the enviroment, the players need to know about it. If they kill a big bad, that is news (reaction), if they burn down a tavern, what are the results (reaction). This has to get back to the players, for them to feel the interaction with the campaign setting. 4) Interact with the players - let them help you. The information from a character's background can help you. Do the questions; how many brothers/sisters, where are they now, why did you become an adventurer, how did you meet the other party members, etc. You provide some basic information and let them fill in the details. Later you can then draw from the information and use it against them. Example: Player character finds out the big bad is his brother that left to join the army 10 years ago! The player provided that info for you in his background - you just take it and use it. Let them players tell you how they meet and started to work together! 5) See link in my sig on DM Advice. [/QUOTE]
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