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General Tabletop Discussion
*TTRPGs General
Ideas for introducing setting material through play (and making it fun)
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<blockquote data-quote="Umbran" data-source="post: 5573273" data-attributes="member: 177"><p>First, I think, is the job of picking the meaningful bits.</p><p></p><p>For example, the fact that there's different coinage in your world, honestly, is a fiddly bit that I wouldn't focus on. If/when a character first came upon such a coin in game, I'd simply say, "Yes, you've seen one of those before - it's from the orcish nation to the north (or east, or in rthe mountains, or whatever)."</p><p></p><p>To me, the meaningful bit is that there *is* an orcish nation to the north, and that there's reason for them to send spies into your country! Coin-types are not a major reason to adventure, but spies and intrigue are.</p><p></p><p>Things that are easily to elucidate in such a session:</p><p></p><p>Political state: what nations are around, and how they relate to one another. Who are the major political players (kings, local lords, guilds, and so on).</p><p></p><p>Race relations: what races exist in the world, and how they get along (or fail to get along).</p><p></p><p>Safety: are monsters raiding every village, or is it basically safe to travel around. Are the spaces between towns loaded with bandits, or are they under control?</p><p></p><p>The state of magic: how common are spellcasters, magic items and so forth. Does every town have one or more clerics? Are wizards and sorcerers hunted down and shot?</p></blockquote><p></p>
[QUOTE="Umbran, post: 5573273, member: 177"] First, I think, is the job of picking the meaningful bits. For example, the fact that there's different coinage in your world, honestly, is a fiddly bit that I wouldn't focus on. If/when a character first came upon such a coin in game, I'd simply say, "Yes, you've seen one of those before - it's from the orcish nation to the north (or east, or in rthe mountains, or whatever)." To me, the meaningful bit is that there *is* an orcish nation to the north, and that there's reason for them to send spies into your country! Coin-types are not a major reason to adventure, but spies and intrigue are. Things that are easily to elucidate in such a session: Political state: what nations are around, and how they relate to one another. Who are the major political players (kings, local lords, guilds, and so on). Race relations: what races exist in the world, and how they get along (or fail to get along). Safety: are monsters raiding every village, or is it basically safe to travel around. Are the spaces between towns loaded with bandits, or are they under control? The state of magic: how common are spellcasters, magic items and so forth. Does every town have one or more clerics? Are wizards and sorcerers hunted down and shot? [/QUOTE]
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