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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="Joerg Baumgartner" data-source="post: 9812009" data-attributes="member: 6893976"><p>Setting lore matters in numerous ways. Sometimes the "opponent" of or challenge to the players is the nature of the setting. Starting with environmental challenges like seeing in the dark, stepping lightly across snow, breathing underwater, or species-specific allergies/poisons like cold iron. Often with cultural expectations of the party by the societies and individuals they interact with (say alms or reciprocal gift-giving or "hat/shoes on or hat/shoes off" when entering a sacred or personal space), and possibly cultural expectations by the role of the character like when to be (and whether to act) offended.</p><p></p><p></p><p>Quite often fantasy settings have deteriorated technology compared to the high magics of the ancients that got lost through some circumstances (like the destruction of the two trees in the Silmarillion). Other technologies may be started through breakthroughs in magic or exploration (like finding Mithril and learning to craft the material). Bronze Age settings make a great deal of the introduction of iron/steel, while late medieval/early renaissance-like settings may have the gun-powder barrier broken.</p><p></p><p>In the Lord of the Rings, enforced industrialisation was an ongoing plot (Isengard, Mordor, battle for the Shire).</p><p></p><p>It matters whether the setting undergoes a cataclysmic or major political/societal change.</p><p></p><p>There are settings with minimal intrinsic lore - the dungeon of the WIzard of Yendor in Hack or Nethack is such a setting. If that minimalist setting is enough for your party, congratulations, setting lore matters very little and should not affect your enjoyment.</p></blockquote><p></p>
[QUOTE="Joerg Baumgartner, post: 9812009, member: 6893976"] Setting lore matters in numerous ways. Sometimes the "opponent" of or challenge to the players is the nature of the setting. Starting with environmental challenges like seeing in the dark, stepping lightly across snow, breathing underwater, or species-specific allergies/poisons like cold iron. Often with cultural expectations of the party by the societies and individuals they interact with (say alms or reciprocal gift-giving or "hat/shoes on or hat/shoes off" when entering a sacred or personal space), and possibly cultural expectations by the role of the character like when to be (and whether to act) offended. Quite often fantasy settings have deteriorated technology compared to the high magics of the ancients that got lost through some circumstances (like the destruction of the two trees in the Silmarillion). Other technologies may be started through breakthroughs in magic or exploration (like finding Mithril and learning to craft the material). Bronze Age settings make a great deal of the introduction of iron/steel, while late medieval/early renaissance-like settings may have the gun-powder barrier broken. In the Lord of the Rings, enforced industrialisation was an ongoing plot (Isengard, Mordor, battle for the Shire). It matters whether the setting undergoes a cataclysmic or major political/societal change. There are settings with minimal intrinsic lore - the dungeon of the WIzard of Yendor in Hack or Nethack is such a setting. If that minimalist setting is enough for your party, congratulations, setting lore matters very little and should not affect your enjoyment. [/QUOTE]
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What makes setting lore "actually matter" to the players?
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