CharlesRyan
Adventurer
Your campaign world is filled with exotic lands, well-developed societies, massive cities, factions and nations and allies and foes, and a veritable army of NPCs. All living happily in your imagination or a notebook full of notes.
Problem is, how do you transfer all that detail and life and color and drama and atmosphere of your new setting from your imagination (or old boxed set that none of your friends own) to that of your players? You could write a 100-page campaign sourcebook, but face it: You're no Ed Greenwood, and half of your players would never bother to read it anyway.
In my most recent campaign I started using a different technique. (This method, incidentally, owes something to Eberron; I was inspired to it by, I think, the Eberron Player’s Guide. Or perhaps Five Nations. Sorry I can’t confirm the exact title; my game collection is currently somewhere on the middle of the Atlantic Ocean.) As you prep for a game session, pick a topic. Perhaps something immediately relevant—a town or event or NPC that’s figuring significantly in the current adventure (or even session). Or perhaps something broader. Perhaps even something utterly unrelated, just an element of color for the setting.
Then come up with five bullet points. Something like this:
Five Things Everybody Knows about Hunting:
When I used this one in my campaign, a hunting trip was in the cards for that game session. It was mostly color, but there were a few elements that were relevant to how events might unfold. But this technique is great for filling the players in on important campaign drivers (factions, locations, events, etc.). It’s particularly good for breathing life into NPCs.
Read your five things to your players at the beginning of the session.
By sticking to bullet points you will force yourself to focus on the most relevant or interesting bits of information. Even more to the point, you won’t bore your players by reading out a long passage of exposition (bullet points encourage you to speak to your players, instead of read at them).
The process takes maybe ten minutes of prep time and five minutes at the beginning of the session. And it really enriches the campaign: One topic doesn’t seem like much, but ten sessions into the campaign you’ve hit on ten topics, and thirty session in you’ve hit on thirty. And the details will really stick with your players!
(I've fleshed this out a bit more, with some additional examples, at my web site (The Fascinating World of Charles Ryan).)
Thoughts?
Problem is, how do you transfer all that detail and life and color and drama and atmosphere of your new setting from your imagination (or old boxed set that none of your friends own) to that of your players? You could write a 100-page campaign sourcebook, but face it: You're no Ed Greenwood, and half of your players would never bother to read it anyway.
In my most recent campaign I started using a different technique. (This method, incidentally, owes something to Eberron; I was inspired to it by, I think, the Eberron Player’s Guide. Or perhaps Five Nations. Sorry I can’t confirm the exact title; my game collection is currently somewhere on the middle of the Atlantic Ocean.) As you prep for a game session, pick a topic. Perhaps something immediately relevant—a town or event or NPC that’s figuring significantly in the current adventure (or even session). Or perhaps something broader. Perhaps even something utterly unrelated, just an element of color for the setting.
Then come up with five bullet points. Something like this:
Five Things Everybody Knows about Hunting:
- Only the lord of the land has the right to hunt it; other than small game and birds, commoners only hunt if they’re the lord’s huntsmen or (sometimes) archers in need of practice when the lord needs more meat than he chooses to hunt
- Hunting requires hounds—to sniff out prey, pursue it, bring it to bay, and sometimes bring it down; rich hunters have different dogs for each task
- The pike (and sometimes sword) are used for the kill; bows are peasant weapons
- Hunting is often a social pastime; women even take part on occasion
- Bears, boars, and even stags can kill (as can accidents and, well, “accidents”), and hunting has taken many lives
When I used this one in my campaign, a hunting trip was in the cards for that game session. It was mostly color, but there were a few elements that were relevant to how events might unfold. But this technique is great for filling the players in on important campaign drivers (factions, locations, events, etc.). It’s particularly good for breathing life into NPCs.
Read your five things to your players at the beginning of the session.
By sticking to bullet points you will force yourself to focus on the most relevant or interesting bits of information. Even more to the point, you won’t bore your players by reading out a long passage of exposition (bullet points encourage you to speak to your players, instead of read at them).
The process takes maybe ten minutes of prep time and five minutes at the beginning of the session. And it really enriches the campaign: One topic doesn’t seem like much, but ten sessions into the campaign you’ve hit on ten topics, and thirty session in you’ve hit on thirty. And the details will really stick with your players!
(I've fleshed this out a bit more, with some additional examples, at my web site (The Fascinating World of Charles Ryan).)
Thoughts?