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General Tabletop Discussion
*TTRPGs General
What makes setting lore "actually matter" to the players?
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<blockquote data-quote="innerdude" data-source="post: 9811666" data-attributes="member: 85870"><p>Rightly so! That was really my point. A player who chooses "elf" as a heritage in a Tolkienesque world, <em>without using that character choice to dramatically inform the character's personality traits and worldviews</em>, is doing the exact same thing as the person choosing the turtle. </p><p></p><p>Which of course begs the question, <em>why have races/heritages at all if they're just window dressing and a stat bonus, with zero dynamic representation from the player with regards to the setting lore</em>? Which was [USER=7044197]@RenleyRenfield[/USER] 's contention just up thread. </p><p></p><p>His point mirrors mine---I'm to the point now where I can barely tolerate races/heritages AT ALL---even the Tolkienesque ones. They're all equally lazy without A) player-backed consideration of what a choice of race/heritage means to their portrayal, and B) a setting that makes the lore behind that race/heritage meaningful in a way that directly impacts play. </p><p></p><p>Since my players can't be bothered to creatively construct and portray unique character traits based on race/heritage, and 99.9% of campaign settings don't provide the proper context/background/cultural relevance to make heritage differentiation matter, then let's just get rid of the construct entirely. Doesn't matter if it's the Tolkienesque "defaults" or Daggerheart's "frog people" / "turtle people" / "mushroom people". The construct doesn't serve the purpose. If it's varying stat bonuses the players want, then just let them mod the stat bonuses as a human character.</p></blockquote><p></p>
[QUOTE="innerdude, post: 9811666, member: 85870"] Rightly so! That was really my point. A player who chooses "elf" as a heritage in a Tolkienesque world, [I]without using that character choice to dramatically inform the character's personality traits and worldviews[/I], is doing the exact same thing as the person choosing the turtle. Which of course begs the question, [I]why have races/heritages at all if they're just window dressing and a stat bonus, with zero dynamic representation from the player with regards to the setting lore[/I]? Which was [USER=7044197]@RenleyRenfield[/USER] 's contention just up thread. His point mirrors mine---I'm to the point now where I can barely tolerate races/heritages AT ALL---even the Tolkienesque ones. They're all equally lazy without A) player-backed consideration of what a choice of race/heritage means to their portrayal, and B) a setting that makes the lore behind that race/heritage meaningful in a way that directly impacts play. Since my players can't be bothered to creatively construct and portray unique character traits based on race/heritage, and 99.9% of campaign settings don't provide the proper context/background/cultural relevance to make heritage differentiation matter, then let's just get rid of the construct entirely. Doesn't matter if it's the Tolkienesque "defaults" or Daggerheart's "frog people" / "turtle people" / "mushroom people". The construct doesn't serve the purpose. If it's varying stat bonuses the players want, then just let them mod the stat bonuses as a human character. [/QUOTE]
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What makes setting lore "actually matter" to the players?
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