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How immersive do want a campaign setting to be?
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<blockquote data-quote="Thunderfoot" data-source="post: 3440302" data-attributes="member: 34175"><p>I tend to teeter on the fence on this subject... Here's why:</p><p></p><p>1) Immersion, there is a duty as a DM (which I am) to ensure that if anything is diffenet of similar to the real world, that I have completely and beyond all hope of error have researched, edited and cross-checked to the best of my ability. So that if a question arises, I may have a cohesive answer instead of ..."uuuh gee, I don't know." Religions should have holy days, prayer times, rituals and other such trappings to make them 'live', towns and coountries should be populated according to location and region to reflect agri-business, manufacturing, trade and commerce, therefore local resources should also be known or discovered, creating a boom town result creating role-play possibilities.</p><p></p><p>2) On the hoof, however, having the players memorize lineages, learn languages and take medieval cusine courses to ensure they don't order beef and burgendy when any fool 'knows' it hadn't been invented yet is just a bit too 'high and mighty' for my taste. If players CHOOSE to do this, fine, it will definately bring more to the table, but to require it is just asinine IMO.</p><p></p><p>I take the responsibility upon myself as the DM to create the setting and therefore know more than the players about it. Requiring the players to have that same level of dedication is too much to ask, at least in the begining. Yes, they should learn 'something' about who and what they are and play to that eventually, but that is on their role-playing skill (and therefore bonus XP every so often) not a game requirement.</p></blockquote><p></p>
[QUOTE="Thunderfoot, post: 3440302, member: 34175"] I tend to teeter on the fence on this subject... Here's why: 1) Immersion, there is a duty as a DM (which I am) to ensure that if anything is diffenet of similar to the real world, that I have completely and beyond all hope of error have researched, edited and cross-checked to the best of my ability. So that if a question arises, I may have a cohesive answer instead of ..."uuuh gee, I don't know." Religions should have holy days, prayer times, rituals and other such trappings to make them 'live', towns and coountries should be populated according to location and region to reflect agri-business, manufacturing, trade and commerce, therefore local resources should also be known or discovered, creating a boom town result creating role-play possibilities. 2) On the hoof, however, having the players memorize lineages, learn languages and take medieval cusine courses to ensure they don't order beef and burgendy when any fool 'knows' it hadn't been invented yet is just a bit too 'high and mighty' for my taste. If players CHOOSE to do this, fine, it will definately bring more to the table, but to require it is just asinine IMO. I take the responsibility upon myself as the DM to create the setting and therefore know more than the players about it. Requiring the players to have that same level of dedication is too much to ask, at least in the begining. Yes, they should learn 'something' about who and what they are and play to that eventually, but that is on their role-playing skill (and therefore bonus XP every so often) not a game requirement. [/QUOTE]
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