One of the things I've never quite managed to do (as a DM), is play with a group who all had a vested and shared interest in the setting we were using. Try as I might, I just can't seem to get the players engaged at that level.
This makes it difficult to run adventures with any scope beyond the character's direct interactions during the game. So the games I run tend to be focused around the very, very, very small world of the players experiences within the setting.
The group I'm putting together next will be different as a requirement of joining the group will be to have an interest in collaborating in a shared creative effort. Through their games, I want them to WANT to engage the setting and all it has to offer and through their characters, shape that world.
Towards that end, what I've decided to do is, after working with each player to create a character with a strong tie to the setting, make up a reference booklet specific to that character. The idea being that the player might recall some bit of information that their character should know but not the specifics, since they're not the character after all, but having recalled that tidbit, can look it up in greater detail in their reference book.
Now of course there should be some basic things every character is aware of, like the general price of ale, or a horse, or a sword, and basic protocol and laws of the land, but there should also be specific things to the character and their background.
On the flip side of this, I also don't want to have so much detail that players are overwhelmed and end up flipping pages for half the session trying to reference anything. The idea here is simply to enrich everyone's gaming experience by providing some depth to their knowledge of the setting and their character.
So, with all that said, what things should I concentrate on putting in such a reference booklet and what should I avoid?
This makes it difficult to run adventures with any scope beyond the character's direct interactions during the game. So the games I run tend to be focused around the very, very, very small world of the players experiences within the setting.
The group I'm putting together next will be different as a requirement of joining the group will be to have an interest in collaborating in a shared creative effort. Through their games, I want them to WANT to engage the setting and all it has to offer and through their characters, shape that world.
Towards that end, what I've decided to do is, after working with each player to create a character with a strong tie to the setting, make up a reference booklet specific to that character. The idea being that the player might recall some bit of information that their character should know but not the specifics, since they're not the character after all, but having recalled that tidbit, can look it up in greater detail in their reference book.
Now of course there should be some basic things every character is aware of, like the general price of ale, or a horse, or a sword, and basic protocol and laws of the land, but there should also be specific things to the character and their background.
On the flip side of this, I also don't want to have so much detail that players are overwhelmed and end up flipping pages for half the session trying to reference anything. The idea here is simply to enrich everyone's gaming experience by providing some depth to their knowledge of the setting and their character.
So, with all that said, what things should I concentrate on putting in such a reference booklet and what should I avoid?