Is starting depth of campaign crucial to player retention?

Firstly: everyone wants something a bit different out their games and thus play them differently.

I agree with Stoat: as a GM I like to have a bunch of depth to draw on should it be needed. ANd since I have it I make it available to the players should they want to read it. They don't have to, there's no penalties for not reading it. I don't hit them with pop quizzes or such. And if there's something in the "general knowledge" info I give out that the players need to know at a later date but didn't read: I'll tell them, no strings attached. (OK: I will tease them about not reading my handouts, but all friendly like.)

Does having a bunch o depth help keep players on? I'd say yes. Because it helps the GM keep a good story going for the players. And those players who like more depth to their game are also benefitted. Those players who aren't too worried don't have to read the stuff.

Of course if a GM starts insisting the players reading a full length novel on the history of Fictional World X then I can see things going south real fast. Has anyone ever had a GM do that?
 

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