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Player hand-outs?
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<blockquote data-quote="Paradoxish" data-source="post: 613343" data-attributes="member: 9623"><p>I know what you mean, but sometimes I feel like I'm in a no-win situation. My choices are basically...</p><p></p><p>a) Give some information in a hand-out so the players can at least reference it during play. Downside: They'll complain about reading it.</p><p></p><p>b) Don't give out information as a hand-out and just describe places when they ask about them. Downside: They'll complain about slowing the game down so I can explain where they are.</p><p></p><p>c) Run generic adventures that don't rely on any kind of background information. Downside: They'll complain about playing generic adventures. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>To be fair to my current group, though, there's at least one player who happily absorbs any information I give him and then puts it into his character's history. He actually handed me a seven page history during a previous campaign. Needless to say, I was impressed. Too bad this same player is a rules lawyer. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p><span style="color: green">EDIT: On a related note, doesn't it almost seem like wasted work to go the trouble of detailing a campaign world if you're not going to at least give some basic information to your players in written form? There's only so much information that can really be given out during without slowing the game to a crawl. It seems to me that it's possible to make much richer adventures with a lot more flavor if you can at least make some minor historical/geographic references.</span></p></blockquote><p></p>
[QUOTE="Paradoxish, post: 613343, member: 9623"] I know what you mean, but sometimes I feel like I'm in a no-win situation. My choices are basically... a) Give some information in a hand-out so the players can at least reference it during play. Downside: They'll complain about reading it. b) Don't give out information as a hand-out and just describe places when they ask about them. Downside: They'll complain about slowing the game down so I can explain where they are. c) Run generic adventures that don't rely on any kind of background information. Downside: They'll complain about playing generic adventures. :D To be fair to my current group, though, there's at least one player who happily absorbs any information I give him and then puts it into his character's history. He actually handed me a seven page history during a previous campaign. Needless to say, I was impressed. Too bad this same player is a rules lawyer. ;) [COLOR=green]EDIT: On a related note, doesn't it almost seem like wasted work to go the trouble of detailing a campaign world if you're not going to at least give some basic information to your players in written form? There's only so much information that can really be given out during without slowing the game to a crawl. It seems to me that it's possible to make much richer adventures with a lot more flavor if you can at least make some minor historical/geographic references.[/COLOR] [/QUOTE]
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