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Question for players: how much reading is okay before a campaign?
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<blockquote data-quote="NMatuzic" data-source="post: 5388628" data-attributes="member: 91666"><p>Me personally? I'd read 50+, but I think I'm an abberation. When getting into a new campaign, I LOVE to immerse myself in the setting, learning and reading as much as I can. That way I can create a character that is connected to the world in many ways, rather than creating a character and then making it fit.</p><p></p><p>For example, recently I signed up for a Star Wars campaign. I ended up watching all 6 movies again, and spent lots of spare time on Wookiepedia, just reading and learning. My reward was that my co-players felt that I had the most Star Wars-ey feeling character out of the lot! I was really stoked by that.</p><p></p><p>Now, whatever setting you might be running, I doubt you'll have the sheer amount of background stuff that the SW universe has, but I'd pretty much read it all. But I don't think you can generalise, because everyone will be different.</p><p></p><p>I'm about to run a campaign in my own setting, and one of the things I wondered was how much information to provide the players. I found some good suggestions online, but the best one I found was to create it in tiers - provide the players with a bare minimum to read (about a page or two, and if they can't be bothered reading that much, then I'd question their commitment). The next step is to flesh it out a bit and create something that elaborates on things somewhat. Then after that, if they still want more information, provide them the full, in depth analysis.</p><p></p><p>All of this stuff I've talked about is my attitude towards setting and stuff. When it comes to game rules (like stuff for my character or what not), I'll read them if it's a new system I've not played before, but I'd just skim it if I've played it a bajillion times.</p><p></p><p>Hope my answer helps!</p></blockquote><p></p>
[QUOTE="NMatuzic, post: 5388628, member: 91666"] Me personally? I'd read 50+, but I think I'm an abberation. When getting into a new campaign, I LOVE to immerse myself in the setting, learning and reading as much as I can. That way I can create a character that is connected to the world in many ways, rather than creating a character and then making it fit. For example, recently I signed up for a Star Wars campaign. I ended up watching all 6 movies again, and spent lots of spare time on Wookiepedia, just reading and learning. My reward was that my co-players felt that I had the most Star Wars-ey feeling character out of the lot! I was really stoked by that. Now, whatever setting you might be running, I doubt you'll have the sheer amount of background stuff that the SW universe has, but I'd pretty much read it all. But I don't think you can generalise, because everyone will be different. I'm about to run a campaign in my own setting, and one of the things I wondered was how much information to provide the players. I found some good suggestions online, but the best one I found was to create it in tiers - provide the players with a bare minimum to read (about a page or two, and if they can't be bothered reading that much, then I'd question their commitment). The next step is to flesh it out a bit and create something that elaborates on things somewhat. Then after that, if they still want more information, provide them the full, in depth analysis. All of this stuff I've talked about is my attitude towards setting and stuff. When it comes to game rules (like stuff for my character or what not), I'll read them if it's a new system I've not played before, but I'd just skim it if I've played it a bajillion times. Hope my answer helps! [/QUOTE]
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