Not a Hobbit
Explorer
Dear Enworlders:
So I'm about to start DMing a campaign. It's set in a homebrew world which has been designed and revised in my mind for the past 30 years. During that time, the politics and history of the world (even the little part of it that my PCs will inhabit) has grown more and more complex.
So the question is, how much of the backstory (which even common people in this world would know) can I give to the players without overwhelming them? For example, the first mission is pretty much a "save the princess" scenario, but the characters would also be expected to recognize the name of the man attempting to abduct her, and therefore why it's important to keep her safe, which would mean knowing the abductor's history. And they would know that one nation is subjugated to the princesses nation, and chafes under the king's (the princess' grandfather) yoke, and therefore the people may be more or less inclined to help. As you can see, it gets complicated quickly.
I have written up some background, but it runs about two pages, but even then I feel like it might be too much too soon. Especially as there will be more information coming in the future. And I don't really want, and they probably don't want to, have to keep consulting notes to remember who someone is.
Or am I just making a mountain out of a molehill, and underestimating my player's willingness to absorb large amounts of minutia? I was a history major in college, and have a fairly good memory for names and dates, so it's hard for me to judge things like this some times.
Any guidance anyone can give would be appreciated. Thanks.
--Scott
So I'm about to start DMing a campaign. It's set in a homebrew world which has been designed and revised in my mind for the past 30 years. During that time, the politics and history of the world (even the little part of it that my PCs will inhabit) has grown more and more complex.
So the question is, how much of the backstory (which even common people in this world would know) can I give to the players without overwhelming them? For example, the first mission is pretty much a "save the princess" scenario, but the characters would also be expected to recognize the name of the man attempting to abduct her, and therefore why it's important to keep her safe, which would mean knowing the abductor's history. And they would know that one nation is subjugated to the princesses nation, and chafes under the king's (the princess' grandfather) yoke, and therefore the people may be more or less inclined to help. As you can see, it gets complicated quickly.
I have written up some background, but it runs about two pages, but even then I feel like it might be too much too soon. Especially as there will be more information coming in the future. And I don't really want, and they probably don't want to, have to keep consulting notes to remember who someone is.
Or am I just making a mountain out of a molehill, and underestimating my player's willingness to absorb large amounts of minutia? I was a history major in college, and have a fairly good memory for names and dates, so it's hard for me to judge things like this some times.
Any guidance anyone can give would be appreciated. Thanks.
--Scott