thegrumpyyoungman
First Post
okay so i'm crafting an entire world for my upcoming dnd session. this will be a fresh start from the previous ones as ive learned quite a bit and read tips and stuff on how to make dnd awesome. i'm enjoying crafting my world...and i'm starting small in a concentrated area....kinda like the zones in World of Warcraft.
so my starting zone has about 15 different places of interest that i'm going to let the players explore as the game goes on over time. im building in history and details for each area and really trying to give each place its own look and feel. that being said, im fast forwarding to the actual game where the players are walking up to the this certain area and ready for me to tell them something about it.
my question is, how much do i tell them? i mean, i want them to know all of the details and history of the place (yes i know too much detail seems like a book. my details are brief so not to worry about that), but i also want to be realistic about it. if the players walk up to the ruined tower, should i just tell them what they see and that's it? or should i give them the history behind the tower and why it's ruined, but maybe not tell them about the secret hidden inside or whatever.
in the DM guide it talks about checks and passive checks and then assigning DC's to checks for history, knowledge, etc. in looking at one of my eladrin players, his knowledge is very high and thus he will know quite a bit about the areas that he comes to. so i want to immerse the players in this world im creating, but i also want to leave some mystery out there. what do you guys do???
so my starting zone has about 15 different places of interest that i'm going to let the players explore as the game goes on over time. im building in history and details for each area and really trying to give each place its own look and feel. that being said, im fast forwarding to the actual game where the players are walking up to the this certain area and ready for me to tell them something about it.
my question is, how much do i tell them? i mean, i want them to know all of the details and history of the place (yes i know too much detail seems like a book. my details are brief so not to worry about that), but i also want to be realistic about it. if the players walk up to the ruined tower, should i just tell them what they see and that's it? or should i give them the history behind the tower and why it's ruined, but maybe not tell them about the secret hidden inside or whatever.
in the DM guide it talks about checks and passive checks and then assigning DC's to checks for history, knowledge, etc. in looking at one of my eladrin players, his knowledge is very high and thus he will know quite a bit about the areas that he comes to. so i want to immerse the players in this world im creating, but i also want to leave some mystery out there. what do you guys do???