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<blockquote data-quote="steeldragons" data-source="post: 5389679" data-attributes="member: 92511"><p>Hey there Brad and welcome to Enworld.</p><p></p><p>The short answer is, there is no "too much." There is what you, as the DM, and your players want and/or enjoy. </p><p></p><p>That said, you probably want to check out the following threads. They won't give you and concrete "this was is better/that was is better" because there simply isn't one. Just personal preferences for various types of play. But you may find something you like or can incorporate into your world building. </p><p></p><p>Though there seems to be a general consensus that "less is more", if your group is very new/inexperienced players, I would venture to say you should err on the side of "more is more." Sounds like you have a nice historical basis for your world...this is generally not necessary for most players, though it certainly helps for color and "flavor" of a campaign world.</p><p></p><p><a href="http://www.enworld.org/forum/general-rpg-discussion/296899-what-kind-setting-fluff-do-you-want-see-rpg.html" target="_blank">http://www.enworld.org/forum/general-rpg-discussion/296899-what-kind-setting-fluff-do-you-want-see-rpg.html</a></p><p></p><p><a href="http://www.enworld.org/forum/general-rpg-discussion/297519-question-players-how-much-reading-okay-before-campaign.html" target="_blank">http://www.enworld.org/forum/general-rpg-discussion/297519-question-players-how-much-reading-okay-before-campaign.html</a></p><p></p><p>...and then there's all of my "fluff" for my campaign world. Granted, keep in mind that my world is decades in the making (and altering and continuing to make and define and alter and add and detail). So this is definitely not "give the players all of this at the beginning of the game" type stuff. <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><a href="http://www.enworld.org/forum/plots-places/284160-orea-world-its-people.html" target="_blank">http://www.enworld.org/forum/plots-places/284160-orea-world-its-people.html</a></p><p></p><p>Just think it might give you some ideas for how to organize things (realms, gods, general cultural information) that you, as the DM, will want access to that the players either a) don't/can't/won't know, b) don't/can't/won't know right away or c) might not care if they ever know or not...but if they do, you're ready for them! haha.</p><p></p><p>But it sounds like you have a nice basis for the world's foundation...now, you have to figure out how does what you have so far translate into usable information by the players for the game? Does it at all? Or is it just a nice "general knowledge" kind of thing everyone can read but really has no baring on their characters in the world "present day"? How does what you've written translate into a playable adventure?</p><p></p><p>Have fun and happy DMing.</p><p>--Steel Dragons</p></blockquote><p></p>
[QUOTE="steeldragons, post: 5389679, member: 92511"] Hey there Brad and welcome to Enworld. The short answer is, there is no "too much." There is what you, as the DM, and your players want and/or enjoy. That said, you probably want to check out the following threads. They won't give you and concrete "this was is better/that was is better" because there simply isn't one. Just personal preferences for various types of play. But you may find something you like or can incorporate into your world building. Though there seems to be a general consensus that "less is more", if your group is very new/inexperienced players, I would venture to say you should err on the side of "more is more." Sounds like you have a nice historical basis for your world...this is generally not necessary for most players, though it certainly helps for color and "flavor" of a campaign world. [url]http://www.enworld.org/forum/general-rpg-discussion/296899-what-kind-setting-fluff-do-you-want-see-rpg.html[/url] [url]http://www.enworld.org/forum/general-rpg-discussion/297519-question-players-how-much-reading-okay-before-campaign.html[/url] ...and then there's all of my "fluff" for my campaign world. Granted, keep in mind that my world is decades in the making (and altering and continuing to make and define and alter and add and detail). So this is definitely not "give the players all of this at the beginning of the game" type stuff. :D [url]http://www.enworld.org/forum/plots-places/284160-orea-world-its-people.html[/url] Just think it might give you some ideas for how to organize things (realms, gods, general cultural information) that you, as the DM, will want access to that the players either a) don't/can't/won't know, b) don't/can't/won't know right away or c) might not care if they ever know or not...but if they do, you're ready for them! haha. But it sounds like you have a nice basis for the world's foundation...now, you have to figure out how does what you have so far translate into usable information by the players for the game? Does it at all? Or is it just a nice "general knowledge" kind of thing everyone can read but really has no baring on their characters in the world "present day"? How does what you've written translate into a playable adventure? Have fun and happy DMing. --Steel Dragons [/QUOTE]
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