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What makes a setting dull?
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<blockquote data-quote="Hand of Evil" data-source="post: 4812861" data-attributes="member: 371"><p>Lack of investment to the players and DM - By this I mean the players and the DM have no ties to the setting they are playing in, all they are doing is adventuring in it. </p><p></p><p>How and why does this happen? There are many reasons but two stand out, little or no player character backstory and the setting is not a living world. </p><ul> <li data-xf-list-type="ul">Player Backstory: The 10 questions every DM should ask their players, okay, some times it is more but the questions (who are your parents, where did you grow up, what made you hit the road, how did you meet party member 2, etc.) all build the backstory of the character, the DM can and should use this in the game as they tie into the living world.</li> <li data-xf-list-type="ul">Living World: Another few questions a DM should answer during a game. This is event driven (what happens now that dragon is dead or the tavern is burned down or the road is open or the bad guy is dead, what happened last night while the party was asleep in the city, etc.). Simple rule; for every action, there is a reaction!</li> </ul><p>It has amazed me over the years how many games I have played in that do not take things like this into account.</p></blockquote><p></p>
[QUOTE="Hand of Evil, post: 4812861, member: 371"] Lack of investment to the players and DM - By this I mean the players and the DM have no ties to the setting they are playing in, all they are doing is adventuring in it. How and why does this happen? There are many reasons but two stand out, little or no player character backstory and the setting is not a living world. [LIST] [*]Player Backstory: The 10 questions every DM should ask their players, okay, some times it is more but the questions (who are your parents, where did you grow up, what made you hit the road, how did you meet party member 2, etc.) all build the backstory of the character, the DM can and should use this in the game as they tie into the living world. [*]Living World: Another few questions a DM should answer during a game. This is event driven (what happens now that dragon is dead or the tavern is burned down or the road is open or the bad guy is dead, what happened last night while the party was asleep in the city, etc.). Simple rule; for every action, there is a reaction! [/LIST] It has amazed me over the years how many games I have played in that do not take things like this into account. [/QUOTE]
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