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What makes setting lore "actually matter" to the players?
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<blockquote data-quote="innerdude" data-source="post: 9811648" data-attributes="member: 85870"><p>Yeah, agree with this, at least on the surface. Handing out "Super Special Xaborgosloboth Vorpal Katana Tridents Only Wieldable by Xaborgosloboths +4" to a party made of 2 humans and a tiefling would seem to rise to the level of "lore that matters to the players."</p><p></p><p>But I think there can be more than just mechanical function. </p><p></p><p>For example, "Argulantys, the City of the Crown, in which clerics of Sarenrae are utterly forbidden on pain of death from ever setting foot in." If you're playing a cleric of Sarenrae, that's not really a "mechanical" component, but certainly rises to the level of "lore that matters to the player of the cleric"---if choices must be made to enter the city because that's what's required to achieve the party's goals, that certainly would seem to affect the kinds of action declarations the cleric would make. </p><p></p><p>But this brings up an interesting point --- if the only lore that "matters to the players" is A) lore with direct interactions with the mechanical rules and B) lore that directly impacts immediate player choice within the fiction . . . . then what's the point of pre-authoring massive tomes of lore for any setting?</p><p></p><p>A) it doesn't interact mechanically with anything</p><p>B) it isn't directly impacting any immediate player action declarations in the fiction</p><p></p><p>Example: consider the state of Star Wars lore from May 1977 until May 1980 --- from the original release of Ep IV to the release of Ep V. </p><p></p><p>How much actual "Star Wars" lore existed in that window? How well defined were the Jedi? How much of what would follow for the next 48 years was already in George Lucas' head, and how much was simply undefined because <em>it didn't matter yet because it didn't matter to the story at hand</em>?</p></blockquote><p></p>
[QUOTE="innerdude, post: 9811648, member: 85870"] Yeah, agree with this, at least on the surface. Handing out "Super Special Xaborgosloboth Vorpal Katana Tridents Only Wieldable by Xaborgosloboths +4" to a party made of 2 humans and a tiefling would seem to rise to the level of "lore that matters to the players." But I think there can be more than just mechanical function. For example, "Argulantys, the City of the Crown, in which clerics of Sarenrae are utterly forbidden on pain of death from ever setting foot in." If you're playing a cleric of Sarenrae, that's not really a "mechanical" component, but certainly rises to the level of "lore that matters to the player of the cleric"---if choices must be made to enter the city because that's what's required to achieve the party's goals, that certainly would seem to affect the kinds of action declarations the cleric would make. But this brings up an interesting point --- if the only lore that "matters to the players" is A) lore with direct interactions with the mechanical rules and B) lore that directly impacts immediate player choice within the fiction . . . . then what's the point of pre-authoring massive tomes of lore for any setting? A) it doesn't interact mechanically with anything B) it isn't directly impacting any immediate player action declarations in the fiction Example: consider the state of Star Wars lore from May 1977 until May 1980 --- from the original release of Ep IV to the release of Ep V. How much actual "Star Wars" lore existed in that window? How well defined were the Jedi? How much of what would follow for the next 48 years was already in George Lucas' head, and how much was simply undefined because [I]it didn't matter yet because it didn't matter to the story at hand[/I]? [/QUOTE]
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What makes setting lore "actually matter" to the players?
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