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Ideas for introducing setting material through play (and making it fun)
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<blockquote data-quote="Kzach" data-source="post: 5573102" data-attributes="member: 56189"><p>In a previous thread I asked people how to go about reducing and focusing setting information so as not to overwhelm players. One of the suggestions was to introduce setting concepts through play. Part of my resistance to that was that I felt a player should already know certain things before 1st-level (of any system), in particular things their character would know simply from having grown up in the setting.</p><p></p><p>I came up with a compromise idea. I'm going to run a pre-1st-level session with the core concept of the characters growing up together in the same town as friends that form a bond through their experiences whilst growing up. This would involve very short mini-adventures packed into one session all of which have the aim to high-light certain setting aspects. Once the session is done, we can start again from scratch with entirely new characters with no association to these ones; the primary goal is to simply give the players the information I feel it is necessary for them to know, in a fun and engaging manner that doesn't feel like homework.</p><p></p><p>A for instance is a mini-adventure where the PC's (as young children, statted up with some skills and whatnot) are given the task of buying an item from a merchant and are entrusted with a bag of coin for the job. The job was given to them as they were playing in the streets by a strange, heavily cloaked man who promised them a good bit of pay for the task. The adventure comes in when they find that the coinage the person gave them was orcish in origin (I have a major civilised orc nation as part of my setting) and the merchant won't accept it. The end result is that they end up aiding in the capture of an orc spy. In the meantime, they learn about several of the major currencies in the setting.</p><p></p><p>So, what I'm after is some brain-storming of ideas on what other situations I could engineer like this that would help highlight aspects of my setting but can be self-contained mini-adventures that wouldn't take up more than about 15-30 minutes of gameplay each. My goal would be to run at least six to eight of these mini-adventures before moving on to the proper campaign.</p><p></p><p>Since my setting is pretty much a generic fantasy setting with my own twists, whatever you can think of that you feel would be worth highlighting from a generic fantasy setting, will easily work with or could be quickly adapted to my setting. And by keeping it generic and open, hopefully the thread ends up being a spur for others as well.</p></blockquote><p></p>
[QUOTE="Kzach, post: 5573102, member: 56189"] In a previous thread I asked people how to go about reducing and focusing setting information so as not to overwhelm players. One of the suggestions was to introduce setting concepts through play. Part of my resistance to that was that I felt a player should already know certain things before 1st-level (of any system), in particular things their character would know simply from having grown up in the setting. I came up with a compromise idea. I'm going to run a pre-1st-level session with the core concept of the characters growing up together in the same town as friends that form a bond through their experiences whilst growing up. This would involve very short mini-adventures packed into one session all of which have the aim to high-light certain setting aspects. Once the session is done, we can start again from scratch with entirely new characters with no association to these ones; the primary goal is to simply give the players the information I feel it is necessary for them to know, in a fun and engaging manner that doesn't feel like homework. A for instance is a mini-adventure where the PC's (as young children, statted up with some skills and whatnot) are given the task of buying an item from a merchant and are entrusted with a bag of coin for the job. The job was given to them as they were playing in the streets by a strange, heavily cloaked man who promised them a good bit of pay for the task. The adventure comes in when they find that the coinage the person gave them was orcish in origin (I have a major civilised orc nation as part of my setting) and the merchant won't accept it. The end result is that they end up aiding in the capture of an orc spy. In the meantime, they learn about several of the major currencies in the setting. So, what I'm after is some brain-storming of ideas on what other situations I could engineer like this that would help highlight aspects of my setting but can be self-contained mini-adventures that wouldn't take up more than about 15-30 minutes of gameplay each. My goal would be to run at least six to eight of these mini-adventures before moving on to the proper campaign. Since my setting is pretty much a generic fantasy setting with my own twists, whatever you can think of that you feel would be worth highlighting from a generic fantasy setting, will easily work with or could be quickly adapted to my setting. And by keeping it generic and open, hopefully the thread ends up being a spur for others as well. [/QUOTE]
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