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*Dungeons & Dragons
Influence of official D&D lore on your home games?
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<blockquote data-quote="Jfdlsjfd" data-source="post: 8344610" data-attributes="member: 42856"><p>I posted a fair bit, because lore helps getting all the players on the same page <em>up until the game starts</em>.</p><p></p><p>If I were to start a 100% homebrew campaign, I'd have to spend a lot of time explaining the basic things the PCs should know, in setting, for the players to roleplay them adequately and even make reasonable assumption. For example, during session 0, I'd have to tell them whether high level wizards are at every corner or if spells above 3rd levels are the tales of legend. Because if they investigate someone that disappeared, they should know whether "he's been targetted by a scry-and-die wizard who disintegrated him" is something the characters would think. Basically, I'd have to make a player guide with relevant informations. There is no problem with that, but the point of playing in an established setting is that players, when they are knowledgeable with it, can start playing immediately (or with a few mentions of change). They know that Eberron and Forgotten Realms have different expectations on the matter of, say, religion, without needing for an exposition that would burden the GM -- me.</p><p></p><p>So a large part of the setting is important to me. The one that allows all players to be on the same page. Different levels of familiarity with the settings can happen between players but that's not a problem, since it is likely to concern more obscure points, it can be told during play (by the players, with the GM nodding that yes, Jaela Darran is the current Voice of the Silver Flame. And I'll provide the common knowledge, should it become needed at some point and none of the players remember it. [Something that should be made easier if settings book had a section "what every dimwit knows about X, what reasonably educated people knows about X and what is rather obscure but public knowledge that can be gleaned in a place of research and learning about X", something few settings do.]</p><p></p><p>However, what happens in my campaign always take precedence. If the King of Breland is assassinated and I want two potential heirs to fight and the PCs to be caught in the middle, I'll have two potential heirs, and maybe neither of them will be Aejar ir'Wynarn -- and if a player brings out this name I'll mention that this is an assumed deviation and that Aejar died when playing with a pet tiger as a child so no, nobody remembers him and he isn't supported by half of Breland. I won't let the setting lore take precedence over the premise of the shared story to be written.</p></blockquote><p></p>
[QUOTE="Jfdlsjfd, post: 8344610, member: 42856"] I posted a fair bit, because lore helps getting all the players on the same page [I]up until the game starts[/I]. If I were to start a 100% homebrew campaign, I'd have to spend a lot of time explaining the basic things the PCs should know, in setting, for the players to roleplay them adequately and even make reasonable assumption. For example, during session 0, I'd have to tell them whether high level wizards are at every corner or if spells above 3rd levels are the tales of legend. Because if they investigate someone that disappeared, they should know whether "he's been targetted by a scry-and-die wizard who disintegrated him" is something the characters would think. Basically, I'd have to make a player guide with relevant informations. There is no problem with that, but the point of playing in an established setting is that players, when they are knowledgeable with it, can start playing immediately (or with a few mentions of change). They know that Eberron and Forgotten Realms have different expectations on the matter of, say, religion, without needing for an exposition that would burden the GM -- me. So a large part of the setting is important to me. The one that allows all players to be on the same page. Different levels of familiarity with the settings can happen between players but that's not a problem, since it is likely to concern more obscure points, it can be told during play (by the players, with the GM nodding that yes, Jaela Darran is the current Voice of the Silver Flame. And I'll provide the common knowledge, should it become needed at some point and none of the players remember it. [Something that should be made easier if settings book had a section "what every dimwit knows about X, what reasonably educated people knows about X and what is rather obscure but public knowledge that can be gleaned in a place of research and learning about X", something few settings do.] However, what happens in my campaign always take precedence. If the King of Breland is assassinated and I want two potential heirs to fight and the PCs to be caught in the middle, I'll have two potential heirs, and maybe neither of them will be Aejar ir'Wynarn -- and if a player brings out this name I'll mention that this is an assumed deviation and that Aejar died when playing with a pet tiger as a child so no, nobody remembers him and he isn't supported by half of Breland. I won't let the setting lore take precedence over the premise of the shared story to be written. [/QUOTE]
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