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Getting those campaign details out of your head and into your players'
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<blockquote data-quote="kitsune9" data-source="post: 5404284" data-attributes="member: 18507"><p>You're onto something here Charles.</p><p></p><p>A relevant set of bullets for an adventure at hand is helpful for players instead of the 100 page book. </p><p></p><p>My own ideas:</p><p></p><p>1. Keep the names of places/people simple easy to remember. Your players will easily remember the dwarven king Grim Eye instead of Grimalden of the 99 Fire Axes, Son of Duthornrex. Even exotic locations should have names that easy to remember such as the Rotting Wastes, the Hall of Shadows, Despair Castle, and the city-state of Riverhold. </p><p>2. Small handouts that contain information for your players to go back to is helpful. The bullet points you created can go on a handout for your players to keep referring to them.</p><p>3. For specialized ceremonies or things that you want your players to perform while roleplaying create an exercise that will enforce the point and provide a reward / incentive for players who successfully perform. For example, you want your players to be able to go to the Temple of Healing and respectfully ask for healing or other things. To address the priestess of the small temple, one must respect her station called the Mother of the Nine Winds. The PC's can say, "Mother of the Nine Winds Allara" or address her as, "Wind Mother Allara". To emphasize this point, you craft a handout as the PC's head to the temple because this will be common knowledge and then put in a note of a reward for correctly addressing her by her title when talking to her. Also indicate that there's a penalty for any disrespect to her station as well.</p><p>4. Loop situations and scenes back to the information you've given your players. For example, you want to keep the roleplaying experience going, keep using the same NPCs and locations for a variety of purposes. For example, one merchant can be all that the PC's need to get all their mundane and magical shopping done. So, detailing that merchant along with the customs of bargaining and so on, the PC's will get to do it each time they are back in town. Do avoid tedious or complex social expections. For example, if there is a ceremony that one must perform before entering the house of a friend, your players are likely to rebel from having to do that, so adding flavorful social situations can be interesting, make it rare or simple.</p></blockquote><p></p>
[QUOTE="kitsune9, post: 5404284, member: 18507"] You're onto something here Charles. A relevant set of bullets for an adventure at hand is helpful for players instead of the 100 page book. My own ideas: 1. Keep the names of places/people simple easy to remember. Your players will easily remember the dwarven king Grim Eye instead of Grimalden of the 99 Fire Axes, Son of Duthornrex. Even exotic locations should have names that easy to remember such as the Rotting Wastes, the Hall of Shadows, Despair Castle, and the city-state of Riverhold. 2. Small handouts that contain information for your players to go back to is helpful. The bullet points you created can go on a handout for your players to keep referring to them. 3. For specialized ceremonies or things that you want your players to perform while roleplaying create an exercise that will enforce the point and provide a reward / incentive for players who successfully perform. For example, you want your players to be able to go to the Temple of Healing and respectfully ask for healing or other things. To address the priestess of the small temple, one must respect her station called the Mother of the Nine Winds. The PC's can say, "Mother of the Nine Winds Allara" or address her as, "Wind Mother Allara". To emphasize this point, you craft a handout as the PC's head to the temple because this will be common knowledge and then put in a note of a reward for correctly addressing her by her title when talking to her. Also indicate that there's a penalty for any disrespect to her station as well. 4. Loop situations and scenes back to the information you've given your players. For example, you want to keep the roleplaying experience going, keep using the same NPCs and locations for a variety of purposes. For example, one merchant can be all that the PC's need to get all their mundane and magical shopping done. So, detailing that merchant along with the customs of bargaining and so on, the PC's will get to do it each time they are back in town. Do avoid tedious or complex social expections. For example, if there is a ceremony that one must perform before entering the house of a friend, your players are likely to rebel from having to do that, so adding flavorful social situations can be interesting, make it rare or simple. [/QUOTE]
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