Style & Culture In-Game: Take It or Leave It?

AFGNCAAP

First Post
Watching the my LotR DVDs got me into a creative kick. I really liked seeing the layers of style, culture, and depth in the movie, evident in the slightest details. It didn't feel like something slapped together from various bits & pieces here & there (which has been a problem with some campaign settings I've played in).

How important is information about the styles & cultures of the setting to you as a DM and/or as a player?

As a player, do you try to design your characters with the cultural information in mind (certain styles of dress, name patterns, fighting styles, use of certain weapons, armor & other motifs identified with the culture, etc.)? Is it something that adds depth to your PCs? Or, OTOH, do you see it as unnecessary information that has nothing to do with your vision/interpretation of your characters?

As a DM, do you think that creating such information is worth the effort? Does it add a layer of depth to your campaign setting, or is it just addtional material to recall? Do you feel that it will be appreciated by your players, or is it something that the players will totaly ignore?

As for me, I really like to include this information in game, though it doesn't feel rewarding when the players don't act upon it. However, I just really like being able to say that an elven sword looks elven--the type of blade used, the decorations/details on the weapon, the manner in which it is used in combat, etc. However, I do feel that it winds up being ignored unless there's some in-game mechanic/benefit added to it (something that I think really isn't necessary at all).

What do you think about this?
 

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AFGNCAAP said:
As for me, I really like to include this information in game, though it doesn't feel rewarding when the players don't act upon it. However, I just really like being able to say that an elven sword looks elven--the type of blade used, the decorations/details on the weapon, the manner in which it is used in combat, etc. However, I do feel that it winds up being ignored unless there's some in-game mechanic/benefit added to it (something that I think really isn't necessary at all).

What do you think about this?

That's pretty much how my experience goes. The mix of "types" in my main group varied over the years. The story-oriented guys got into the detail and tried to work with it; the rules-oriented ignored it. The "story-types" have fallen out of the group, though, due other demands on their time. I am currently between groups, and busy adding culture/style details for my own amusement.
 

I really like the addition of style & culture notes. Even as a "simple" fighter, I want to know what weapons are typical, what deities I might worship, what style of outfit my court garb looks like, etc. Stuff like that is especially important if I don't follow the "typical" culture - I need to know why my character is doing something different. I think the details are what really make a world come alive.
 

As as DM I am quite obsessive of creating a continuity throughout my games. I even discourage novice players from playing anything than a human because all to many times I have seen an Elf as role played as a human with Dex+2 and Con -2.

Also, I award xp not for monster defeating but for role playing and advancing the story line. A well played cowardly jozhal (Dark Sun PC race) will probably receive more xp from stealing "The Wand of Destiny" than the same character using her Sneak Attack to take it...
 

AFGNCAAP said:
As a player, do you try to design your characters with the cultural information in mind (certain styles of dress, name patterns, fighting styles, use of certain weapons, armor & other motifs identified with the culture, etc.)?
It's one of the first two or three things I ask the GM about when going into a new game or new campaign, esp. if it's a homebrewed world. And it's one of the major things I consider when designing a world, even if I'm just sketching out ideas.

And it can have some major in-game consequences.

"Really? We had no idea that elves were a problem here. Um, filthy buggers. Good thing we've tried to kill them off, back home."

The legate nods, then looks to his assistant, who shakes his head. He turns back to the group. "I see. And how then would you explain the blades of Elvish make in your scabbards, and the standard of the Elven House of Hounillithe on the bit of your lead horse?"

"Ah! Um, booty, your lordship, from the last band of the swine we killed!"

"Hmm, good, good. You may pass, but I'd advise you not to bandy about such booty in the heartland."
 

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