Hussar
Legend
A problem that has plagued me throughout my DMing career is how to get the players to care about the setting. Whether homebrew or published, I've never really been able to get the players to sink their teeth into whatever setting I'm using. Most players have their own agendas for the game or are simply content to let the game move them forward. It's rare that a player really cares about the environment that he finds himself in.
And, to be fair, I'm every bit as guilty of this. When handed a ten page history of the DM's campaign, my eyes glaze over and, honestly, I don't usually bother to read it. Skim it perhaps, but, it's rare that I'd sit down and read every bit. I would like to appologize to every DM I've ever had.
So, with that in mind, I think there are some ideas here for how to get the players to connect with the setting that can be done right from the outset. I'm going to skip over the character creation bits, because, well, most DM's can do that. Tell the players what the game is going to be about, vet this or that source book and away you go. That's not usually an issue. At least, it's beyond what I feel like writing about.
IMO, certainly hand the campaign setting overview to the players. However, don't assume they are going to read it. Treat it as a reference, but, don't think that the players are going to take it to heart.
First Session
This one is very key. Most first sessions are taken up with book keeping. Making sure everyone's character is on board, making sure that everyone is kosher, that sort of thing. Don't. Go straight for the action. And action that is going to really set the tone for the setting. By and large, a low level party is going to be starting in some sort of settlement - town, city, village, whatever. And, probably, that settlement is going to figure into the campaign for more than a couple of sessions. So, that settlement needs to be a window to the world. A microcosm of the campaign in full.
Start the game in medias res. Don't go for long winded descriptions or detailed backgrounds yet. You have a whole campaign to come up with that. Right now, focus on the present. The players may have detailed backgrounds, but, that's not your concern at the moment. Right now, you have the stage and it's time to set the mood. As DM, you know what the campaign feel you're shooting for is. And now is the time to really nail that point home.
Start at the market. The players are all in the market in the town. Not a terribly unreasonable assumption - most people do go to the market. And at least it's not quite as cliche as starting in the bar.
Describe the market - or better yet - show a picture of the market. Remember, we want to go straight for the heart on this. Keep descriptions to a bare bones minimum. Pictures are a great way to start - you can evoke the feel of the setting without spending ten minutes on a monologue.
I would avoid maps at this point. Maps are too concrete if you get what I mean. I would rather skip the front brain entirely. Take about five minutes to get the reactions of the players to the market. Let them ask questions about what is there. Locations and descriptions of different individuals, that sort of thing. Keep it moving fairly quickly, and, here's a tip, say "yes" a lot. "Is there a swordsmith?" Yup. "Is there a magic shop?" Well, there's a magician in the square talking with what appears to be a scribe. "Is there a hot elf chick?" Yup, two. Holding hands.... Erm, sorry been reading the Book of Erotic Fantasy lately.
After five or ten minutes of this, slap the players with something. Here's a few ideas:
Whatever you like. As long as it's very loud, attention getting and not terribly lethal. This gets the blood up and focuses everyone's attention.
Now that you have their attention, let them start wandering. Send them on a MacGuffin hunt through the city. Let them try to find something. One of my favourites which you can find on the net is "The Hunt for the Charter" which is a great little adventure where the party has to register itself with the local government. Perfect for introducing tons of NPC's and setting.
I think the mistake made by myself and many DM's is starting off with exposition. We start the game with a monologue detailing the setting to a greater or lesser degree. I believe this is a mistake. Details learned out of context don't stick in people's heads. Reading in the campaign file that MacDugan's serves great beer is one thing, but, actually going there because you are following up on something in the game makes the place come alive.
Pacing for the first few sessions should be very fast and light. Don't get bogged down in details or minutia. If the players want something, try to say yes or at least make it very clear why you are saying no. If there are no magic shops in the campaign, now is the time to make it clear, not three levels from now when the fighter finally has enough money to buy that +1 lumpy metal thing he's always wanted. If you want grim and gritty, kick the party's behind right off the bat. Leave them bloody and bruised in the gutter with somewhat lighter pockets. If you're looking for heroic fun, then a chase scene following children pickpockets is a good idea.
The biggest thing to remember is that while you may care about your setting and you may think it's bloody fantastic, no one else might. The players don't have the big picture. They can only look at things through the lens of the DM. It's up to the DM to open that lens as wide as possible and hold the camera steady. Eww, badly mangled metaphor's aside, the point is still made. The player's will only care about what applies to them. They won't care that the duke's niece is sick unless it impacts them in some way.
Make the setting reactive to them and they will start to care.
And, to be fair, I'm every bit as guilty of this. When handed a ten page history of the DM's campaign, my eyes glaze over and, honestly, I don't usually bother to read it. Skim it perhaps, but, it's rare that I'd sit down and read every bit. I would like to appologize to every DM I've ever had.

So, with that in mind, I think there are some ideas here for how to get the players to connect with the setting that can be done right from the outset. I'm going to skip over the character creation bits, because, well, most DM's can do that. Tell the players what the game is going to be about, vet this or that source book and away you go. That's not usually an issue. At least, it's beyond what I feel like writing about.
IMO, certainly hand the campaign setting overview to the players. However, don't assume they are going to read it. Treat it as a reference, but, don't think that the players are going to take it to heart.
First Session
This one is very key. Most first sessions are taken up with book keeping. Making sure everyone's character is on board, making sure that everyone is kosher, that sort of thing. Don't. Go straight for the action. And action that is going to really set the tone for the setting. By and large, a low level party is going to be starting in some sort of settlement - town, city, village, whatever. And, probably, that settlement is going to figure into the campaign for more than a couple of sessions. So, that settlement needs to be a window to the world. A microcosm of the campaign in full.
Start the game in medias res. Don't go for long winded descriptions or detailed backgrounds yet. You have a whole campaign to come up with that. Right now, focus on the present. The players may have detailed backgrounds, but, that's not your concern at the moment. Right now, you have the stage and it's time to set the mood. As DM, you know what the campaign feel you're shooting for is. And now is the time to really nail that point home.
Start at the market. The players are all in the market in the town. Not a terribly unreasonable assumption - most people do go to the market. And at least it's not quite as cliche as starting in the bar.

I would avoid maps at this point. Maps are too concrete if you get what I mean. I would rather skip the front brain entirely. Take about five minutes to get the reactions of the players to the market. Let them ask questions about what is there. Locations and descriptions of different individuals, that sort of thing. Keep it moving fairly quickly, and, here's a tip, say "yes" a lot. "Is there a swordsmith?" Yup. "Is there a magic shop?" Well, there's a magician in the square talking with what appears to be a scribe. "Is there a hot elf chick?" Yup, two. Holding hands.... Erm, sorry been reading the Book of Erotic Fantasy lately.

After five or ten minutes of this, slap the players with something. Here's a few ideas:
- A man mistakenly recognizes a PC as a friend and begins loudly talking to him. Meanwhile his children cohorts begin lifting everything they can from him.
- A group of rowdy sailors (or soldiers, thugs, surly gnomes) picks a fight with the party.
- An animal breaks loose and causes mayhem as it stampedes through the market.
- A binder is taken down loudly and flashily by clergy police
Whatever you like. As long as it's very loud, attention getting and not terribly lethal. This gets the blood up and focuses everyone's attention.
Now that you have their attention, let them start wandering. Send them on a MacGuffin hunt through the city. Let them try to find something. One of my favourites which you can find on the net is "The Hunt for the Charter" which is a great little adventure where the party has to register itself with the local government. Perfect for introducing tons of NPC's and setting.
I think the mistake made by myself and many DM's is starting off with exposition. We start the game with a monologue detailing the setting to a greater or lesser degree. I believe this is a mistake. Details learned out of context don't stick in people's heads. Reading in the campaign file that MacDugan's serves great beer is one thing, but, actually going there because you are following up on something in the game makes the place come alive.
Pacing for the first few sessions should be very fast and light. Don't get bogged down in details or minutia. If the players want something, try to say yes or at least make it very clear why you are saying no. If there are no magic shops in the campaign, now is the time to make it clear, not three levels from now when the fighter finally has enough money to buy that +1 lumpy metal thing he's always wanted. If you want grim and gritty, kick the party's behind right off the bat. Leave them bloody and bruised in the gutter with somewhat lighter pockets. If you're looking for heroic fun, then a chase scene following children pickpockets is a good idea.
The biggest thing to remember is that while you may care about your setting and you may think it's bloody fantastic, no one else might. The players don't have the big picture. They can only look at things through the lens of the DM. It's up to the DM to open that lens as wide as possible and hold the camera steady. Eww, badly mangled metaphor's aside, the point is still made. The player's will only care about what applies to them. They won't care that the duke's niece is sick unless it impacts them in some way.
Make the setting reactive to them and they will start to care.