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General Tabletop Discussion
*TTRPGs General
New fantasy settings; how do you explain to your players?
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<blockquote data-quote="hong" data-source="post: 892252" data-attributes="member: 537"><p>Tell them everything you know, and I mean everything. Lend them the book. Point them to websites. When starting with a new setting, the most important thing is to instil that sense of place in your group: what the setting is about; the themes and tone of the game; who are the good guys and bad guys; what social customs and quirks of etiquette exist; etc. The more information you give the players, the easier it becomes to achieve this. Until you make your players truly grok the world, it'll just be FR with funky new toys or monsters, and the labels switched around. The only thing you really have to keep off-limits is modules that you intend to run.</p><p></p><p>Some would say that this leads to players having inappropriate or too much knowledge, which causes difficulties in maintaining suspense. Bollocks, says I. If you're confident enough to try a non-vanilla setting, you're probably an experienced enough DM that you can keep your players off-balance without having to rely on some grand publisher-supplied metaplot. Conversely, if you can't trust your group not to abuse the knowledge they have, you either have control issues or you're playing with the wrong people.</p></blockquote><p></p>
[QUOTE="hong, post: 892252, member: 537"] Tell them everything you know, and I mean everything. Lend them the book. Point them to websites. When starting with a new setting, the most important thing is to instil that sense of place in your group: what the setting is about; the themes and tone of the game; who are the good guys and bad guys; what social customs and quirks of etiquette exist; etc. The more information you give the players, the easier it becomes to achieve this. Until you make your players truly grok the world, it'll just be FR with funky new toys or monsters, and the labels switched around. The only thing you really have to keep off-limits is modules that you intend to run. Some would say that this leads to players having inappropriate or too much knowledge, which causes difficulties in maintaining suspense. Bollocks, says I. If you're confident enough to try a non-vanilla setting, you're probably an experienced enough DM that you can keep your players off-balance without having to rely on some grand publisher-supplied metaplot. Conversely, if you can't trust your group not to abuse the knowledge they have, you either have control issues or you're playing with the wrong people. [/QUOTE]
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