innerdude
Legend
In my experience, I tend to emphasize the "importance of things" through the game world, namely by showing the players what the various NPCs are actually invested in. This tends to work best when approached through specific NPC characters, and not just through a group as a whole.
For example, it's far less interesting to say, "The Zhentarim want to take over the city," versus, "Kahlus, Zhentarim Lord of Harrowdale, has a personal vendetta against the Branson trade guild that dominates the city's politics due to shady land transactions that affected the Lord's relatives."
I use Charles Ryan's "Five things everybody knows" principle extensively in my games to set up in-game stakes--who knows what about who and what and where.
http://charlesmryan.wordpress.com/2010/12/15/five-things-everybody-knows/
It's amazing how quickly players start to care about stuff the people in the game world care about --- because 99% of the time, when they know what people in the game world care about, they know how to have their characters act to get the rewards they crave.
For example, it's far less interesting to say, "The Zhentarim want to take over the city," versus, "Kahlus, Zhentarim Lord of Harrowdale, has a personal vendetta against the Branson trade guild that dominates the city's politics due to shady land transactions that affected the Lord's relatives."
I use Charles Ryan's "Five things everybody knows" principle extensively in my games to set up in-game stakes--who knows what about who and what and where.
http://charlesmryan.wordpress.com/2010/12/15/five-things-everybody-knows/
It's amazing how quickly players start to care about stuff the people in the game world care about --- because 99% of the time, when they know what people in the game world care about, they know how to have their characters act to get the rewards they crave.