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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="Koloth" data-source="post: 9811791" data-attributes="member: 6706231"><p>My first thought when reading OP's post was this topic: <a href="https://www.enworld.org/threads/wildly-diverse-circus-troupe-adventuring-parties.716303/" target="_blank">D&D General - Wildly Diverse "Circus Troupe" Adventuring Parties</a></p><p></p><p>It does seem that a lot of the 'diverse' RPG races/species/ancestries fall into the Star Trek Next Generation thing of being little more then humans with slightly different skin tone or patterns and something glued on the nose bridge. And cultures that are very human like. At least ST-Original Series had a Horta. And the Horta had some unique abilities. Near immunity to phaser fire, moves through rock like humans through air and a different base chemical physiology. So not just a turtle with a spear. But would a modern RPG keep the things that make a Horta cool or turn it into a 'rock with a spear'. </p><p></p><p>Currently in two different games with 2 different systems. I am the only human in each. But in both, there is little difference between the cat person, the rat person, the other cat person, the robot(still needs fresh air apparently), yet another cat person, one each elf, another elf, and the human in each. Made fairly obvious when the robot failed a save vs poison gas. One of the cat folk is modeled after Puss in Boots and the player does a decent job of using the movies as a 'how to play the character' guide.(one example of lore matters somewhat, but character lore not setting lore.) All the rest are played as humans cosplaying as something else. </p><p></p><p>For most recent games, the setting lore that matters is stuff like:</p><p>Pirate setting in a city</p><p>Pirate setting on the ocean</p><p>Traveller exploration</p><p>Traveller accountants in space</p><p></p><p>And assume that most PCs are humans or humans wearing costumes.</p></blockquote><p></p>
[QUOTE="Koloth, post: 9811791, member: 6706231"] My first thought when reading OP's post was this topic: [URL="https://www.enworld.org/threads/wildly-diverse-circus-troupe-adventuring-parties.716303/"]D&D General - Wildly Diverse "Circus Troupe" Adventuring Parties[/URL] It does seem that a lot of the 'diverse' RPG races/species/ancestries fall into the Star Trek Next Generation thing of being little more then humans with slightly different skin tone or patterns and something glued on the nose bridge. And cultures that are very human like. At least ST-Original Series had a Horta. And the Horta had some unique abilities. Near immunity to phaser fire, moves through rock like humans through air and a different base chemical physiology. So not just a turtle with a spear. But would a modern RPG keep the things that make a Horta cool or turn it into a 'rock with a spear'. Currently in two different games with 2 different systems. I am the only human in each. But in both, there is little difference between the cat person, the rat person, the other cat person, the robot(still needs fresh air apparently), yet another cat person, one each elf, another elf, and the human in each. Made fairly obvious when the robot failed a save vs poison gas. One of the cat folk is modeled after Puss in Boots and the player does a decent job of using the movies as a 'how to play the character' guide.(one example of lore matters somewhat, but character lore not setting lore.) All the rest are played as humans cosplaying as something else. For most recent games, the setting lore that matters is stuff like: Pirate setting in a city Pirate setting on the ocean Traveller exploration Traveller accountants in space And assume that most PCs are humans or humans wearing costumes. [/QUOTE]
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What makes setting lore "actually matter" to the players?
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