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<blockquote data-quote="Quickleaf" data-source="post: 6233746" data-attributes="member: 20323"><p>IME you can expect half the players to read some of a 1 or 2 page primer.</p><p></p><p>And of those who read it you can expect half of those to remember significant details.</p><p></p><p>That works out to maybe 1 player actually caring enough to read it and invested enough to remember it.</p><p></p><p>Nowadays I prefer to show not tell.</p><p></p><p>I think it has to do with memory being tied to emotion. Since the players have little investment at the beginning before play the setting details are less likely to stick in their brains. But when something happens that impacts their character or the party or has everyone shocked or laughing, those moments get remembered. Breaking the setting down into bite-sized chunks each adventure seems to facilitate this process best IMHO, so maybe session 1 you focus on the persecution of demi-humans which is a theme of your setting for example; the players will remember defending an elven warlock from a human mob moreso than reading a bulletpoint that "demi-humans are oppressed." Session 2 you focus on something else.</p><p></p><p>EDIT: I should clarify that I'm assuming the usual D&D setup where the DM makes the setting or chooses the setting. If your group is doing collaborative setting creation/choosing, then you've got a lot more buyin on the front end. Which is nice.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6233746, member: 20323"] IME you can expect half the players to read some of a 1 or 2 page primer. And of those who read it you can expect half of those to remember significant details. That works out to maybe 1 player actually caring enough to read it and invested enough to remember it. Nowadays I prefer to show not tell. I think it has to do with memory being tied to emotion. Since the players have little investment at the beginning before play the setting details are less likely to stick in their brains. But when something happens that impacts their character or the party or has everyone shocked or laughing, those moments get remembered. Breaking the setting down into bite-sized chunks each adventure seems to facilitate this process best IMHO, so maybe session 1 you focus on the persecution of demi-humans which is a theme of your setting for example; the players will remember defending an elven warlock from a human mob moreso than reading a bulletpoint that "demi-humans are oppressed." Session 2 you focus on something else. EDIT: I should clarify that I'm assuming the usual D&D setup where the DM makes the setting or chooses the setting. If your group is doing collaborative setting creation/choosing, then you've got a lot more buyin on the front end. Which is nice. [/QUOTE]
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