How much background is too much?

Our DM for our current campaign actually did hand us all a book he'd put together on the home-brew setting.<br><br>Seriously, no kidding.<br><br>Now, the fifty or so pages on past history we weren't expected to know but the current history and kingdom information we did have to read. In fact, the kingdom info was so involved and important that I made flash cards for each kingdom. This seems like a ridiculous amount of work but I was able to pick up on a few subtle clues just because I'd done that. Our DM appreciated the extra effort until I unraveled the secret behind one of his NPCs just because I caught an obscure reference.
 

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Knightcrawler said:
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.

Personally, I expect my pc's to keep track of the information that their pc's have found out. I mean if it's my job to keep track of all the NPC information etc...and then all the PC player info, then what I have is me doing all the work and a couple of people that just come over and roll some dice for a couple of hours.
I will in certain cases help them out on the PC information side for example if they need to know who it was they talked to last time that will help the story line along then I will help. But otherwise if the player's forget something, then their PC will forget it too...For me the player "real-world" actions mimic the player character "game-world" actions to a certain degree. If a player writes something down to remember it, then his PC will do likewise in the game. Responsibility for the game world is a two-way street.
In the long run I think this works out better because it encourges the players to get involved with their characters and the campaign world.
 

Of course the players need to keep track of their own information. I don't give them everything in the handouts. The handouts have rumors and important facts that they have found out or need. I'll update their lists of taverns, inns, shops, etc every other month or so to keep everything organized. I also will usually update their lists of NPC that they have had contact with. With these I usually just provide a sentence or two as a decription and relevant info beyond that is the responsibility of the players to write down.
 

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.

What I would do: In the background for my campaign area, I would let the players know that Location X is know for great horses, apples, hemp production, and whiskey. Then when the players see someone selling horses I would show them a horse from location X, the NPC would make statements about its coat, its build and I would more than likely have a picture of some type of horse, that I labeled horse from location X, this is my stero type and I would have the stats for it. I do the same for guardmen, they all look much the same no matter where the party goes but The Black Lancers don't!

The basic rule of thump I use; If I name it, I note it!
 
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Ah yes giving specific names and types to everyday objects. Of course any player worth his salt should know that if the DM has gone to enough trouble to actually have a specific name for an item it might be worth looking into. Thats why you have to throw a lot of misdirection their way also.

Its a horse from region Y along with 2 from region X and another from region Z. Instead of just having a horse from region Y in with all normal horses so that it stands out. Now the players need to remember the facts that they learned earlier that horses from region Y are much sturdier than the normal horses while horses from region X are just a bit faster than normal horses and horses from region Z are known for attacking any dwarves that come close to them (don't ask me why I just pulled that out of a hat).
 




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