How to Improve Exposition

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Ry

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How to improve RPG exposition in 3 easy steps:

Step 1: Plan

Before the game, prepare small snippets of info for the players - the kind of stuff that gets listed in "adventure background" and then relayed by a "talking head" NPC. Usually this takes the form of about 3-5 cards with snippets of info on them (about as much as a well-filled Magic card).

Card Contents Example (Death in Freeport):

a. A timeline of the recent political history of Freeport, including the Drac family succession law, assassination of Anton Drac, and Milton Drac's financially ruinous plan for building the lighthouse.
b. A description of a violent run-in with some of the orcish crewmen of The Bloody Vengeance in a sketchy tavern in another port some time ago. The character who gets this is described as "not quite winning" the fight, and having a vague ache in their shoulder.
c. Description of Lucius, an old friend of one of the characters, who about a decade ago started acting very strangely, messed up his life as a temple scribe, then turned up five years later without knowing what had happened for that intervening period. The character wants to check in on his friend, see what he's up to.
d. Scraps of academic information about an ancient civilization of snake-people. The book the information was in generally concluded that the snake empire did not exist.
e. A few rough-and-tumble contacts at the docks in Freeport, and a mention about watching out for press gangs (or how decent thug-money can be made if willing to organize one).

Step 2: Deploy

Give each player one of the above cards. The player reads the information, and decides if their character could know this. If it's inappropriate to their character, have them hand it to someone who they think has an appropriate character for the information. The players are trusted not to mix player and character knowledge, although if the conversation comes up or it seems relevant, the PC is of course free to mention the information.

Now take the boring, talking-heads NPCs out of your game. The players will find out for themselves (do you really think they won't go looking for Lucius after the above notes?)

Step 3: Profit!

This is a great way to remove boredom from the game, and keep players focused - they consider themselves custodians of the information, and it reduces the red herring effect. I find it makes my games feel much more organic - the players aren't always outsiders to the world and its events.

My point is, you don't add a new character just to impart information. You already have a cast of PCs that live and breathe in the world.
 
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Fascinating. I have never read Freeport, anyone mind giving an example for Age of Worms? I want to make sure I am on the same page. :)
 

Nice. I already sort of use this in a way, as Knowledge skills play a GREAT role in my campaigns, but I like the card idea. In fact, I am going to try and implement it (your way) for my next session.
 

I actually have kind of a phobia when it comes to worms (no joke), so I haven't really looked at the Age of Worms at all. But I do have the magazine with the Whispering Cairn in it - I'll dig it up and make card examples today or tomorrow.
 

Whispering Cairn version (some PCs assumed to be from diamond lake):

a. A description of an ugly run-in with Balabar Smenk and his troupe of fawning lackeys. Smenk took offense to some totally innocuous comment by the PC, and the PC got beaten a few days later by an albino half-orc named Kullen. Diamond Lake is a rough town.

b. A childhood dare took this PC out to the Stirgenest Cairn, and he even went inside. He got a good, hearty beating for it when he returned home, and assured - with more beatings - that some of the Cairns in the hills near Diamond Lake were in fact inhabited by monsters and undead.

c. A quick overview of the different alehouses and brothels along The Vein, noting that the Feral Dog is among the worst, mostly because of Smenk's group of thugs that routinely hang out there (and occasionally shake down other drunken miners in alleys along the vein).

d. A description of Tirra - a friend of the PC's family from the Free City - and a rumor that she has fallen in with unsavory company.

e. A teenaged Free City recollection of an odious young boy named Filge that had been torturing - and trying to animate - a dog. Filge later got in trouble for it - and hte PC was directly or indirectly involved in word getting out (PC's choice). The PC only saw Filge one or two times after that, but Filge remembers the PC for sure.

f. This PC was also involved in the run to Stirgenest Cairn noted in B, but largely got away with it, receiving only light beatings. An uncle of the PC later told a sad story about one of the nearby families, and how after the death of the father a young boy thought he could save the family by treasure hunting in cairns. He was never seen again. The rest of his impoverished family, now without a father and without a strong son, eventually succumbed to sickness and died.
 


rycanada: any chance you also spend any time posting on the WotC boards?

I really like what I'm seeing here, and as the D&D area editor for Knowledge Arcana magazine, I might just be able to do something about getting your idea in print. This is one of those gems for DMs both old and new.

If you're interested, shoot me an email: vrecknidjx@yahoo.com

Dave
 

Neat. I'll try this. ANYTHING to improve the exposition part of the game. (Sadly, we can't do this for most Call of Cthulhu adventures without spoiling the whole plot, right? ;) -shudders thinking about Masks of Nyarlathotep in this format-)
 

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