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.
It sounds like you've got an immersive play style that only a few others in your usual gaming group share, and your answer is to limit who can play to those with a similar play style, is that right?
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.
Are you shooting for a troupe style of play where the overall setting and story are more important than individual PCs? Would players be expected to run different characters during cut scenes, for example?
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.
So are your games usually beer and pretzel style?
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.
IMHO an individual reference booklet for each player is so far past the limits of what any DM would expect of their players...really that's just incredibly excessive. A lot of work on your part without any guarantee it will see use.
A far better approach would be to have the most story invested player be the group's chronicler and atthe start of each session have them recap for the rest of the group.
As an experiment, what would a Knowledge skill check mean in the context of your proposed play style? Your booklet sems to replace Knowledge checks. Would you consider giving the players some measure of say over what they learn?
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.
I'd say if it doesn't fit in a 5 minute conversation withthe player and/or a paragraph, then save it for your game sessions.
One thing I tried in a short campaign was incrementally reasong game info in between sessions. These were beautifully done up 1-page handouts which I got good feedback about. It didn't overwhelm the players, was short enough for players pressed for time to skim read, and optional for the more hack n'slash types.
I'll echo the sentiment about repetition and add that any PROP you use will reinforce the setting, like music, an image, a physical puzzle, a really elaborate map, etc. Players remember that "cool" stuff which serves as a touchstone long after that session is past.
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.
Exactly. As a DM you have a greater investment/capacity to hold setting information, particularly homebrew setting info. I'm an immersive DM and have a massive amount written for my homebrew setting over the years. But I know that when we get together, it's not about all that, it's about what happens at the table, the thrill of a plot secret revealed, the ongoing joke about the halfling's flaming pants, the look in the players' eyes when a huge mini hits the table. Reading some of my prose (no matter how well written) just isn't enriching to the play experience. Shaking down an informant RPed by the DM hamming it up IS.
So, with all that said, what things should I concentrate on putting in such a reference booklet and what should I avoid?
That depends on what your campaign is about. What's the main conflict? What is the setting's motif/tone? Will there be lots of intrigue or dungeon-crawling?Are there limits on character creation? Extra options?
It also depends on your presentation goal. Is this going to be a recruitment flyer at your game store? A "setting bible" the group can access in between sessions? A chart that will be references during play? A prop which conceals a secret the players unravel over the course of the campaign? Will each PC have a secret they're trying to conceal from the group making the incriminating handout unique to each PC?