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What makes setting lore "actually matter" to the players?
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<blockquote data-quote="pemerton" data-source="post: 9813246" data-attributes="member: 42582"><p>And here's a separate thought on PC race/species/stock.</p><p></p><p>Most recently, I've been GMing Torchbearer 2e. TB2e combines Burning Wheel's ultra-JRRT-esque approach to Elves and Dwarves with a tip of the hat to classic D&D play. Each choice of "class" brings stock with it - for instance you can be a Halfling Burglar (modelled very closely on Bilbo) or a Halfling Guide (modelled very closely on a not-yet-corrupted Smeagol) or a Dwarven Outcast (modelled very closely on Thorin) or an Elven Ranger, etc.</p><p></p><p>Each PC in TB2e has a Belief, and if above 3rd level also a Creed (which is really another type of Belief in BW terms, but not as readily changed as a Belief in the strict sense). Here are some of those for the PCs in my game:</p><p></p><p style="margin-left: 20px"><strong>Telemere</strong>, Elven Ranger</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Creed: This world of humans needs guidance away from their follies and struggling</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">(This PC also has Folly of Humanity-wise, as one of his three Wises.)</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Fea-bella</strong>, Elven Dreamwalker</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Creed: These are dark times – the free peoples must stand together!</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">(Prior to her most recent Respite, her Creed was <em>These are dark times – all Elves need help!</em>.)</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Golin</strong>, Dwarven Outcast</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Creed: Elves are lost in dreams; they need grounding in reality</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Belief: Elves are unstable!</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">(Earlier Beliefs for this character have included <em>Elves have too many secrets!</em> and <em>Surely Elves can’t be so bad!</em> He's had the current Belief for about 14 sessions, in a context where it can be changed at the start of any session.)</p><p></p><p>So the players have chosen to make their particular takes on the JRRT-esque relationships among the "free peoples" a focus of play. I think that's the most reliable path to making lore matter.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9813246, member: 42582"] And here's a separate thought on PC race/species/stock. Most recently, I've been GMing Torchbearer 2e. TB2e combines Burning Wheel's ultra-JRRT-esque approach to Elves and Dwarves with a tip of the hat to classic D&D play. Each choice of "class" brings stock with it - for instance you can be a Halfling Burglar (modelled very closely on Bilbo) or a Halfling Guide (modelled very closely on a not-yet-corrupted Smeagol) or a Dwarven Outcast (modelled very closely on Thorin) or an Elven Ranger, etc. Each PC in TB2e has a Belief, and if above 3rd level also a Creed (which is really another type of Belief in BW terms, but not as readily changed as a Belief in the strict sense). Here are some of those for the PCs in my game: [indent][B]Telemere[/B], Elven Ranger Creed: This world of humans needs guidance away from their follies and struggling (This PC also has Folly of Humanity-wise, as one of his three Wises.) [B]Fea-bella[/B], Elven Dreamwalker Creed: These are dark times – the free peoples must stand together! (Prior to her most recent Respite, her Creed was [I]These are dark times – all Elves need help![/I].) [B]Golin[/B], Dwarven Outcast Creed: Elves are lost in dreams; they need grounding in reality Belief: Elves are unstable! (Earlier Beliefs for this character have included [I]Elves have too many secrets![/I] and [I]Surely Elves can’t be so bad![/I] He's had the current Belief for about 14 sessions, in a context where it can be changed at the start of any session.)[/indent] So the players have chosen to make their particular takes on the JRRT-esque relationships among the "free peoples" a focus of play. I think that's the most reliable path to making lore matter. [/QUOTE]
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What makes setting lore "actually matter" to the players?
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