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<blockquote data-quote="willpax" data-source="post: 499220" data-attributes="member: 1602"><p>As others have pointed out, you should always emphasize religious differences and NPC attitudes based on region and other factors. If you keep playing out various atittudes, your players will become more sensitive to it. </p><p></p><p>You should also try to lavishly develop and describe whatever aspects you want the players to respond to. If the players see you putting effort into it, they can usually intuit that it is important. </p><p></p><p>One simple change I implement that hasn't been mentioned: ditch the common tongue. I have a language system in which there are several language families. The first language in any family is either native or learned at doubel skill point cost; related languages are then learned at the regular cost. (For example: there are many parts of my world that are the fragments of an ancient Roman-style empire; all of those languages are related to each other, so learning one makes learning others easier. It doesn't help with the very different languages of the western coastal areas, however). It is especially nice to make to big villians speak a language unknown to the players; it makes the "asking for a password" scene so much fun!</p></blockquote><p></p>
[QUOTE="willpax, post: 499220, member: 1602"] As others have pointed out, you should always emphasize religious differences and NPC attitudes based on region and other factors. If you keep playing out various atittudes, your players will become more sensitive to it. You should also try to lavishly develop and describe whatever aspects you want the players to respond to. If the players see you putting effort into it, they can usually intuit that it is important. One simple change I implement that hasn't been mentioned: ditch the common tongue. I have a language system in which there are several language families. The first language in any family is either native or learned at doubel skill point cost; related languages are then learned at the regular cost. (For example: there are many parts of my world that are the fragments of an ancient Roman-style empire; all of those languages are related to each other, so learning one makes learning others easier. It doesn't help with the very different languages of the western coastal areas, however). It is especially nice to make to big villians speak a language unknown to the players; it makes the "asking for a password" scene so much fun! [/QUOTE]
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