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*TTRPGs General
Players Don't Care About Your Setting
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<blockquote data-quote="Celebrim" data-source="post: 9456304" data-attributes="member: 4937"><p>Well, I agree with that. Star Wars didn't attract fans by front loading them with a bunch of setting lore. Handing players a sheet of setting lore is probably the worst way you could create fans. </p><p></p><p>Generally, in a typical game of D&D, my players first encounter with lore is when we work together to create a backstory. They have some ideas about what they want, and I help them fill in those details in ways that make sense within the setting lore. Those ideas may be about families, secret societies, cults, or distinctive cultures. Often the player ends up adding to my lore while I add to their backstory. </p><p></p><p>For example, I had a player want to create a character who was a member of secret society of undead hunters, and so I thought about it and said, "Ok, how would you feel about being a member of an assassin's guild whose cover was that they are theater nerds who work for the temples of the goddess of the arts and beauty. And your guild is technically like a heretical branch of her cult, but then also despite being officially disapproved of, it seems like the goddess also steps in from time to time and helps out her little devoted gang of killers? And your society is called "The Flymen" which is a play on words between someone who works on the ropes behind the stage and also someone that works with carrion." And the player was like, "That's awesome." This society didn't exist in my game prior to the request, but it made perfect sense within my lore and everyone got what they wanted.</p><p></p><p>If I had tried to feed the players hundreds of pages about my setting - even if I was willing to write them all out - it wouldn't hook players as fast or as hard as drip feeding them the part they care about within the story they are enjoying.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 9456304, member: 4937"] Well, I agree with that. Star Wars didn't attract fans by front loading them with a bunch of setting lore. Handing players a sheet of setting lore is probably the worst way you could create fans. Generally, in a typical game of D&D, my players first encounter with lore is when we work together to create a backstory. They have some ideas about what they want, and I help them fill in those details in ways that make sense within the setting lore. Those ideas may be about families, secret societies, cults, or distinctive cultures. Often the player ends up adding to my lore while I add to their backstory. For example, I had a player want to create a character who was a member of secret society of undead hunters, and so I thought about it and said, "Ok, how would you feel about being a member of an assassin's guild whose cover was that they are theater nerds who work for the temples of the goddess of the arts and beauty. And your guild is technically like a heretical branch of her cult, but then also despite being officially disapproved of, it seems like the goddess also steps in from time to time and helps out her little devoted gang of killers? And your society is called "The Flymen" which is a play on words between someone who works on the ropes behind the stage and also someone that works with carrion." And the player was like, "That's awesome." This society didn't exist in my game prior to the request, but it made perfect sense within my lore and everyone got what they wanted. If I had tried to feed the players hundreds of pages about my setting - even if I was willing to write them all out - it wouldn't hook players as fast or as hard as drip feeding them the part they care about within the story they are enjoying. [/QUOTE]
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