The hazards of letting a writer run your game...

Well, I've pretty much decided that I will be putting the files up. Whether I put them on Livejournal or just put the text files on my webspace and link to 'em, I'm not sure yet. I'll let you know when they're up, which should be in the next few days.

So far as only handing out short bits of info, I do that with some worlds. In this particular case, though, there are a couple of mitigating factors.

First, because this world has evolved over almost two decades (as opposed to be just creating it for this next game), there's a lot of material like the calendar and list of holidays, or a description of the four moons. This is stuff that I do not expect the players to memorize, but I want them to have access to it.

Second, one of the files is basically a 2K-word broad-strokes overview of the previous campaigns. This is partially because the first group I ran in this world is now the basis for many of the world's legends, but also because I don't want the newcomer to the world to feel like he's lacking in information the "veterans" possess. (And incidentally, the newcomer is the guy most likely to actually read all the stuff I give him...)

Third, everything I've included is stuff the characters would know. Not every one of them might know every detail, but all of them know most of it, and between them they know all of it. It inlcudes just a paragraph or two on the major kingdoms, currency, basic recent history, the pantheon, various factions and organizations and cults, PC races, alterations from the main book on certain monster races (flavor-wise and culturally, not mechanically), and the like.

Fourth and most improtant, I don't expect my players to memorize al this. I'll ask them to read through it, and I think most of them will. I'm looking for basic familiarity, not expertise. :)

If I was dealing with a group of people I didn't know well, or all of whom were newcomers to my playing style, I would certainly give much less information. Don't want to scare people. ;)
 

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Mark said:
How much does a 1st level character know about the world?

Quite a bit when I think about it. Granted this is NOT necessary to provide, and much can be "assumed" to be known in game play, but:

Common knowledge:

Calendar
Local customs
Local trade issues ( common imports/exports )
Regional coinage
Local/appropriate dieties
Local Terrain
Neighboring Nations
Local History
Legends & stories
World Creation theory/mythology
"Common" Monsters & evil humanoids


and then there is the Meta issues:

House rules including:
Race options
Class options
Available equipment
etc...
 

First, because this world has evolved over almost two decades (as opposed to be just creating it for this next game), there's a lot of material like the calendar and list of holidays, or a description of the four moons. This is stuff that I do not expect the players to memorize, but I want them to have access to it.

You know, I want to expand and clarify on this...

Portions of this document are intended as reference material, not study material. This way, if I mention that today is the Dance of the Werewolves, or the party is about to enter the borders of the Tahr N'lohn Empire, those who remember what I'm talking about are great; those who don't can wait until they have a minute and glance over the notes. Since any given topic (other than the general history overview) only has, at most, a paragraph or three devoted to it, it's a quick way to go.

Obviously I don't want them doing this often, any more than I want them flipping through the PHB for an entire game, but the option is there.
 

Is there...

anyway you could divide things up and bring them out in game?

Break up into sections by race, class and region? Every few sessions let something 'leak' out.

Like in the Ultima games... there were more useless books for you to shift through... but great flavorful background text 'til you found the book or two you needed.

This from a writer with an edit fetish...


RC Hagy
Vermont
 


It depends on your players. Personally, I think it's great that you've written up such a detailed world handout and it has a history of being played in before! :) If they've enjoyed playing with you before, they are more likely to read this write-up. But if they're new to your game, then they may not invest all the time to read such a lengthy piece.

In my DM Tips section of "World of Whitethorn 1A: The Hamlet of Thumble", I suggest no more than one or two pages (250-500 words) for an initial handout if you're starting a new game, especially with new players. You need to be careful not to overwhelm players with too much information.

Regardless, you've obviously put a lot of effort into this and it will undoubtedly be a wonderful resource as a point of reference for your players as they progress in your campaign. :)
 

BigFreekinGoblinoid said:

Personally, I think the player handout is a great idea. There are just certain things that a character is "supposed to know" about a setting ( and character/race options etc... ) . And of course, much that they shouldn't know!

Frankly, published setting books do not do a good job of differentiating DM/Player info, so even if you are running a published setting, the DM needs to do some of type of encapsulation/repackaging of data.

BFG

I think the Ravenloft 3e campaign setting does a great job of putting out character perspective info about the nations of the world, there are rumors and tidbits about the major players but no stats and no telling who are the real powers and villains, that is all reserved for the DM supplements.
 

d20Dwarf said:
I would like to say that as a writer I have not even tried to explain to my players what world they are in. Oh, I gave some lame thing about Dawnforge once, and they are about to hit Bluffside full throttle, but other than that...no flavor! :)

Out of curiosity, does anyone run regular games without a campaign setting?

I played in one where the DM used modules straight out of Dungeon, unmodified. So one week we would be dealing with the three moons of Krynn and the next we'd go to the next city over where the priests of Selune the goddess of the one moon in the FR would be involved.

It didn't help that the DM was dyslexic and there was a dungeon puzzle to get out of the library of the "Omega" priests, I kept going "we need to find an "E" tile and I'm not sure what we are going to do with this "H" one." Finally I turned to the DM, after searching for an hour for the missing "E" and asked, is the god's name "Oghma" the Celtic/Forgotten Realms deity of knowledge and writing? He looked at the module, said no, then looked again and turned bright red. My cross campaign knowledge came in handy that game.
 

I'm looking at a 50-60 page Player's Guide for my next campaign, to possibly start this fall. Haven't finished the whole thing yet, but there are 11 pages on the 12 available religions, 12 pages of 'Geography', plus House rules, Economics and Price Lists, etc.

The Forgotten Realms book is how long? The other settings?

So I feel not guilt, but pleasure at putting together a decent guide for my players.
 

Baraendur said:


Oops, I forgot I removed the URL to my homepage from my sig. I'll have to add it back in when I get the chance.

www.darrindrader.com

I assume the Galovinius file is the one to which you were referring?

It looks pretty good, though I've just skimmed so far. You've definitely gone into more detail than I have. Looks like you wrote yours up to be a publishable document, with complete info. I just don't have the energy to do that with mine. :) Mine's basically more in the form of notes and shorthand; I wouldn't expect people to be able to use it without me around to answer questions, and it's not in any sort of publishable format.

Maybe someday, I'll get around to putting it together in more complete form; right now, I'm just happy with bare-bones notes. :)
 

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