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General Tabletop Discussion
*Dungeons & Dragons
What do I tell players about my overly complex political world?
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<blockquote data-quote="Oofta" data-source="post: 7004563" data-attributes="member: 6801845"><p>Another harsh truth. You may be the next Tolkien when it comes to world building. You may be the crazy guy on the street corner handing out his manifesto of gibberish. I have no way of knowing.</p><p></p><p>But it doesn't really matter to a lot most people. People are busy, they go to a game to have some fun with friends (or make some new ones). If they think much about their character or the world those characters inhabit it's probably something along the lines of "What deity can I worship to get the tempest domain?"</p><p></p><p>So I've been running campaigns off and on in my fantasy world for many, many years. There's a ton of backstory, much of which 90% of my players don't really care about. That's ok. I have a wiki that has an overall timeline, explanation of some of the major factions and characters. If people want to take a look they can, but they don't have to.</p><p></p><p>When situations come up that I think the character should know that the person they are talking to is probably an imposter because Jon the Holy would never wear blue I just tell them. If it's a little obscure, I may have them roll an appropriate skill check.</p><p></p><p>So I fill in pieces as needed, but don't really expect anybody to read anything ahead of time. I also try to give only as much information as they need to avoid information overload.</p><p></p><p>Think about Tolkien. He invented a language, had a huge backstory for his world. How much of that did he really explain in his books? Very little. The story was richer because it was consistent and people's motivations were more complex than just "I need an evil guy".</p><p></p><p>The last thing to consider is that you are now opening up your work to be an open-source project. People should be encouraged to change their environment by their actions and deeds. Let them smash your carefully planned machinations. Let them fail when the story "needed" them to succeed. Let them succeed when they were "supposed to" fail.</p><p></p><p>Good luck!</p></blockquote><p></p>
[QUOTE="Oofta, post: 7004563, member: 6801845"] Another harsh truth. You may be the next Tolkien when it comes to world building. You may be the crazy guy on the street corner handing out his manifesto of gibberish. I have no way of knowing. But it doesn't really matter to a lot most people. People are busy, they go to a game to have some fun with friends (or make some new ones). If they think much about their character or the world those characters inhabit it's probably something along the lines of "What deity can I worship to get the tempest domain?" So I've been running campaigns off and on in my fantasy world for many, many years. There's a ton of backstory, much of which 90% of my players don't really care about. That's ok. I have a wiki that has an overall timeline, explanation of some of the major factions and characters. If people want to take a look they can, but they don't have to. When situations come up that I think the character should know that the person they are talking to is probably an imposter because Jon the Holy would never wear blue I just tell them. If it's a little obscure, I may have them roll an appropriate skill check. So I fill in pieces as needed, but don't really expect anybody to read anything ahead of time. I also try to give only as much information as they need to avoid information overload. Think about Tolkien. He invented a language, had a huge backstory for his world. How much of that did he really explain in his books? Very little. The story was richer because it was consistent and people's motivations were more complex than just "I need an evil guy". The last thing to consider is that you are now opening up your work to be an open-source project. People should be encouraged to change their environment by their actions and deeds. Let them smash your carefully planned machinations. Let them fail when the story "needed" them to succeed. Let them succeed when they were "supposed to" fail. Good luck! [/QUOTE]
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