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What makes setting lore "actually matter" to the players?
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<blockquote data-quote="Neonchameleon" data-source="post: 9812389" data-attributes="member: 87792"><p>For me to <em>actually matter</em> the setting element must either (a) be something there that we can interact with and can adapt to what we say or do or (b) be something I have a significant belief will be burned to the ground without there being a reset button. Which is why I don't give a damn about the Forgotten Realms, Golarion, or most of the other big settings. They're too big to fail. The Nentir Vale? <em>Maybe</em> Eberron? It's deliberately unstable and in its early years some DMs might have restarted the War. Our bar within Waterdeep. I mean sure <em>that</em> may burn. But a setting we made up together as part of session zero is inherently unstable, fragile, and vulnerable. <em>There are no Elminsters</em>. And I'm already invested in part of it because I made part of it and probably riffed on other peoples' parts.</p><p></p><p>This is why I find the implementation of <em>any</em> of Daggerheart's campaign frames (despite being half a dozen or so pages) matters more to me than the entirety of the Realms, Golarion, and Greyhawk combined. The Nentir Vale, the original Realms box, and more are different stories because they are so light and because I know that the GM can collapse them.</p><p></p><p>And this has nothing to do with physiologies based on heritage. Those just allow the players to create cool characters who are cool - and who are turned up to 11. I'd sooner see a Galapa or Tortle than Yet Another Elf (which doesn't matter either unless we're in Middle Earth or some other Great Setting that's inherently protected).</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 9812389, member: 87792"] For me to [I]actually matter[/I] the setting element must either (a) be something there that we can interact with and can adapt to what we say or do or (b) be something I have a significant belief will be burned to the ground without there being a reset button. Which is why I don't give a damn about the Forgotten Realms, Golarion, or most of the other big settings. They're too big to fail. The Nentir Vale? [I]Maybe[/I] Eberron? It's deliberately unstable and in its early years some DMs might have restarted the War. Our bar within Waterdeep. I mean sure [I]that[/I] may burn. But a setting we made up together as part of session zero is inherently unstable, fragile, and vulnerable. [I]There are no Elminsters[/I]. And I'm already invested in part of it because I made part of it and probably riffed on other peoples' parts. This is why I find the implementation of [I]any[/I] of Daggerheart's campaign frames (despite being half a dozen or so pages) matters more to me than the entirety of the Realms, Golarion, and Greyhawk combined. The Nentir Vale, the original Realms box, and more are different stories because they are so light and because I know that the GM can collapse them. And this has nothing to do with physiologies based on heritage. Those just allow the players to create cool characters who are cool - and who are turned up to 11. I'd sooner see a Galapa or Tortle than Yet Another Elf (which doesn't matter either unless we're in Middle Earth or some other Great Setting that's inherently protected). [/QUOTE]
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What makes setting lore "actually matter" to the players?
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