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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="Cergorach" data-source="post: 9836009" data-attributes="member: 725"><p>For me game lore gives context to the world you play in. Making it more then the nicely painted facade of an old Hollywood film set, it looks nice from a distance, until you one a door you weren't meant to.</p><p></p><p>Something like D&D Forgotten Realms has so much lore, making an imho kinda boring world, still the default setting at our table. No matter where the players go, there's something written about the locale, while still having enough room between those nuggets to do your own thing.</p><p></p><p>RPGs/settings like (old) World of Darkness and Shadowrun have a BIG metaplot, and that's part of the attraction for many. I remember discussing the 'fluff', folks finding out stuff, speculating, etc. It made to us feel as if that world was 'alive'. It was neat, but in limited doses, I suspect.</p><p></p><p>Other games/settings are very self contained and honestly do not give the players anything beyond that VERY nicely painted facade. When they walk through a door, the GM better think quick on their feet. I have no problem with that as a GM, but I do think those might be fun side steps from our D&D games, but not long term changes in how we play. Nor is every GM as comfortable with that style of play as I (and others) am. Something like The Spire RPG, Mothership short adventures, Bastionland, etc.</p><p></p><p>Honestly, the example of x amount of new pled species that someone thought up on a bad schroom trip are far, FAR, less appealing then a well thought out concept. If that requires the use of a couple of strange species, fine. But certain types of creators want to overwhelm you with choice, often VERY exotic choices. As an example, for Shadowrun I really liked the original Human, Orc, Troll, Dwarf, and Human. Today there are more SR species then you can shake a stick at. For World of Darkness, it's the different Vampire Clans, some were added down the line, luckily not that many, and while they had some cool stuff, I always found them 'less'...</p><p></p><p>For me the problem comes not from the depth of a setting, but how patched on additional content feels. I wasn't a fan of the Half-Orc in D&D 3e PHB, I am even less a fan of the Dragonborne, and all the other fantastic races that 4e added and 5e inherited. I was a big fan of the Humanoid book in 2e, but that was something optional, not core. I LOVE Draconians, but am not a fan of the Dragonborne. A lot of those additions feel (to me) taped on, instead of being integral to the setting.</p></blockquote><p></p>
[QUOTE="Cergorach, post: 9836009, member: 725"] For me game lore gives context to the world you play in. Making it more then the nicely painted facade of an old Hollywood film set, it looks nice from a distance, until you one a door you weren't meant to. Something like D&D Forgotten Realms has so much lore, making an imho kinda boring world, still the default setting at our table. No matter where the players go, there's something written about the locale, while still having enough room between those nuggets to do your own thing. RPGs/settings like (old) World of Darkness and Shadowrun have a BIG metaplot, and that's part of the attraction for many. I remember discussing the 'fluff', folks finding out stuff, speculating, etc. It made to us feel as if that world was 'alive'. It was neat, but in limited doses, I suspect. Other games/settings are very self contained and honestly do not give the players anything beyond that VERY nicely painted facade. When they walk through a door, the GM better think quick on their feet. I have no problem with that as a GM, but I do think those might be fun side steps from our D&D games, but not long term changes in how we play. Nor is every GM as comfortable with that style of play as I (and others) am. Something like The Spire RPG, Mothership short adventures, Bastionland, etc. Honestly, the example of x amount of new pled species that someone thought up on a bad schroom trip are far, FAR, less appealing then a well thought out concept. If that requires the use of a couple of strange species, fine. But certain types of creators want to overwhelm you with choice, often VERY exotic choices. As an example, for Shadowrun I really liked the original Human, Orc, Troll, Dwarf, and Human. Today there are more SR species then you can shake a stick at. For World of Darkness, it's the different Vampire Clans, some were added down the line, luckily not that many, and while they had some cool stuff, I always found them 'less'... For me the problem comes not from the depth of a setting, but how patched on additional content feels. I wasn't a fan of the Half-Orc in D&D 3e PHB, I am even less a fan of the Dragonborne, and all the other fantastic races that 4e added and 5e inherited. I was a big fan of the Humanoid book in 2e, but that was something optional, not core. I LOVE Draconians, but am not a fan of the Dragonborne. A lot of those additions feel (to me) taped on, instead of being integral to the setting. [/QUOTE]
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What makes setting lore "actually matter" to the players?
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