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Community
General Tabletop Discussion
*TTRPGs General
What makes setting lore "actually matter" to the players?
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<blockquote data-quote="payn" data-source="post: 9811679" data-attributes="member: 90374"><p>I think there is a lot of relying on the tried and true recipes and not trying to step in it when constructing a unique species and it's culture. Like the D&D setting with formerly enslaved monkey minstrel people. I mean, good god who thought that up even in the 80's or 90's? I think more effort is making the setting an interesting place for <em>anyone</em> to be and let the players themselves fill in the uniqueness. Which, yeah, raises a chicken and egg question about who should supply the spice.</p><p></p><p>Though, a lot of folks play these games for white hat vs. black hat gaming. They just want a small town with a mayor named infodump and a neon sign saying "dungeon that way." You need to somehow appeal to both those singular midned players but also those interested in lore becasue its a mistake to assume everyone wants lore beyond commonly trodded tropes.</p><p></p><p>Long story short, species are often boring becasue they dont need to be interesting to get some/many people to play. </p><p></p><p>Which is funny because species such as Kitsune, Tengu, and even changlings exist within Golarion. Part of that I believe is the trope shallowness is an on ramp to the casual player with Tolkien-ish species, where these other species are lesser known and thus ripe for Paizo's own interpretation. Players naturally tend to gravitate to the rare ones with interesting lore and away from yesterdays same ol same ol. Pathfinder provides both the comfort of the well trodden and known, but also the spice of variety and uniqueness.</p></blockquote><p></p>
[QUOTE="payn, post: 9811679, member: 90374"] I think there is a lot of relying on the tried and true recipes and not trying to step in it when constructing a unique species and it's culture. Like the D&D setting with formerly enslaved monkey minstrel people. I mean, good god who thought that up even in the 80's or 90's? I think more effort is making the setting an interesting place for [I]anyone[/I] to be and let the players themselves fill in the uniqueness. Which, yeah, raises a chicken and egg question about who should supply the spice. Though, a lot of folks play these games for white hat vs. black hat gaming. They just want a small town with a mayor named infodump and a neon sign saying "dungeon that way." You need to somehow appeal to both those singular midned players but also those interested in lore becasue its a mistake to assume everyone wants lore beyond commonly trodded tropes. Long story short, species are often boring becasue they dont need to be interesting to get some/many people to play. Which is funny because species such as Kitsune, Tengu, and even changlings exist within Golarion. Part of that I believe is the trope shallowness is an on ramp to the casual player with Tolkien-ish species, where these other species are lesser known and thus ripe for Paizo's own interpretation. Players naturally tend to gravitate to the rare ones with interesting lore and away from yesterdays same ol same ol. Pathfinder provides both the comfort of the well trodden and known, but also the spice of variety and uniqueness. [/QUOTE]
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What makes setting lore "actually matter" to the players?
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