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What makes setting lore "actually matter" to the players?
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<blockquote data-quote="zakael19" data-source="post: 9811743" data-attributes="member: 7044099"><p>Last time we talked about this ("how do you get your players to care about your setting" was the thread I think), I said that having your players co-create a bunch of the details is the only thing that I've seen really work. My prime example is Stonetop, which does more to link the players deeply into the setting from Session 0 then anything else I've run across. Its tricks:</p><p></p><ul> <li data-xf-list-type="ul">Each playbook adds thinks to the setting details from the start. You're the priest of Aratis, God of Civilization and Justice? Cool, tell us how they're worshipped here and elsewhere; how important are they to the village; what exactly does it mean for something to be a creature of chaos here; etc. You're the Heavy with a background of Sheriff? Cool, tell us about that trouble you're worried about from the area around here; tell us about the last time the village faced serious danger and where it came from; etc. The players have immediate investment and ownership.</li> <li data-xf-list-type="ul">"Did we learn something about the world or its history?" is one of the group-answered XP generation questions at the end of each session. Not only do people want to push forward towards bits of the world they find personally interesting (or relevant to their character and their goals), there's a carrot there.</li> <li data-xf-list-type="ul">A simple "Know Things" move gets you interesting / useful information about the current situation. Lots of characters have bonuses for specific fictionally relevant aspects - nature, the ancient Makers, death and the undying, etc. Taking those bonuses means you're interested in that aspect of the world and you'll ask more about it.</li> <li data-xf-list-type="ul">Following from that, learning about the world gives you options. How do you handle an undead specter your weapons pass through? Want to know things here? You're worried about the premonitions of doom the Would Be Hero has been having about an ancient evil beneath the woods? Want to consult the Chronicle and see what's been written? Etc.</li> </ul><p></p><p>So there's this constant loop of "I'm invested in the world from the get go, and being more invested makes a freaking difference, so let me keep getting invested as we build the details of this amazing place out together."</p><p></p><p>We're setting up the end of the campaign right now, and each player has highlighted a number of burning questions they have about the lore and the world they'd really like to have answered. 9/9 players I've had across two instances of the game have said that learning more about this world their characters inhabit is one of the top reasons they are excited to show up to a new session each time.</p></blockquote><p></p>
[QUOTE="zakael19, post: 9811743, member: 7044099"] Last time we talked about this ("how do you get your players to care about your setting" was the thread I think), I said that having your players co-create a bunch of the details is the only thing that I've seen really work. My prime example is Stonetop, which does more to link the players deeply into the setting from Session 0 then anything else I've run across. Its tricks: [LIST] [*]Each playbook adds thinks to the setting details from the start. You're the priest of Aratis, God of Civilization and Justice? Cool, tell us how they're worshipped here and elsewhere; how important are they to the village; what exactly does it mean for something to be a creature of chaos here; etc. You're the Heavy with a background of Sheriff? Cool, tell us about that trouble you're worried about from the area around here; tell us about the last time the village faced serious danger and where it came from; etc. The players have immediate investment and ownership. [*]"Did we learn something about the world or its history?" is one of the group-answered XP generation questions at the end of each session. Not only do people want to push forward towards bits of the world they find personally interesting (or relevant to their character and their goals), there's a carrot there. [*]A simple "Know Things" move gets you interesting / useful information about the current situation. Lots of characters have bonuses for specific fictionally relevant aspects - nature, the ancient Makers, death and the undying, etc. Taking those bonuses means you're interested in that aspect of the world and you'll ask more about it. [*]Following from that, learning about the world gives you options. How do you handle an undead specter your weapons pass through? Want to know things here? You're worried about the premonitions of doom the Would Be Hero has been having about an ancient evil beneath the woods? Want to consult the Chronicle and see what's been written? Etc. [/LIST] So there's this constant loop of "I'm invested in the world from the get go, and being more invested makes a freaking difference, so let me keep getting invested as we build the details of this amazing place out together." We're setting up the end of the campaign right now, and each player has highlighted a number of burning questions they have about the lore and the world they'd really like to have answered. 9/9 players I've had across two instances of the game have said that learning more about this world their characters inhabit is one of the top reasons they are excited to show up to a new session each time. [/QUOTE]
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What makes setting lore "actually matter" to the players?
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