How much background is too much?

Actually Knightcrawler, I see a difference between what you describe and what is described in the OP. Rather than a book of homework that must be consumed you are providing a gazateer of your area, which doubles as your own notes on the region. And part of the intention seems to be that the players can use it to look stuff up in-game rather than expect that they have it all read ahead of time. Sounds like a cool idea to me.

But giving them a book to read before you start playing, my players would seriously look at me and say "what, we have to do homework now?"
 

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maddman75 said:
But giving them a book to read before you start playing, my players would seriously look at me and say "what, we have to do homework now?"

EXACTLY!! You have to present the information in such a way that it doesn't seem like homework or a burden. This also helps me keep track of what each character knows.
 

One thing I have learned is that players rarely want to actually read most background material, be it homebrew or published. The key is to hide little useful nuggets of information such as "trained horses from region x gain +2 hps" or such in the material. Scatter such bits of useless information through a guide, about one per page, and you'll find players actually reading the material carefully and retaining a lot of the information they wouldn't otherwise.
 

But do you do it as straight game mechnic as in "trained horses from region x gain +2 hps" or do you say "trained horses from the region x are much tougher"? I usually will hide bits of information like what you suggested throughout what I give them along with many things that will help to drive the story forward.
 

adwyn said:
One thing I have learned is that players rarely want to actually read most background material, be it homebrew or published. The key is to hide little useful nuggets of information such as "trained horses from region x gain +2 hps" or such in the material. Scatter such bits of useless information through a guide, about one per page, and you'll find players actually reading the material carefully and retaining a lot of the information they wouldn't otherwise.

Sneaky. :)
I don't know though, all my players are university students and have the ability to digest large amounts of written information.
But sometimes they are very frustrating...
 

Knightcrawler said:
But do you do it as straight game mechnic as in "trained horses from region x gain +2 hps" or do you say "trained horses from the region x are much tougher"? I usually will hide bits of information like what you suggested throughout what I give them along with many things that will help to drive the story forward.
Same here. Fortunately, I've had an abundance of players that enjoy such easter eggs.
 

Yes my players also like an imaginitive and creative game that forces them to think. THey all prefer roleplaying or hack and slash campaigns. One time when I was extremely stressed in RL and was lthe quality of my campaign go down hill so that it was just battle after battle my players sat me down and asked what was wrong. Ended up taking a couple of weeks off to relax and to plan the campaign.
 

Lot of background is fine. But if they know jack crap about it, then you have problems. I know for me when it comes to Scarred Lands, its often difficult to be that informative some times. (Amazing for a guy always handing out info here huh? ;) )
 

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