Finding people like you is the the problemIt sounds like a really cool idea. I love getting involved in the world as much as possible.
Yes! That's absolutely and exactly the type of thing I'm after and want to encourage; that in-character level discussion about aspects of the milieu.It really helped set the stage for that campaign arc and made them much more interested in what was going on.
I would really love if I could get a group together that would do this but at the same time have the good sense to understand reasonable boundaries. Every time I've attempted this, there's always been one bad cookie who goes completely overboard and wants to be the god-king of the universe and who can't understand why I say no.You could always let the players make stuff up within defined parameters. That way they definitely 'know' it!
Yes! That's absolutely and exactly the type of thing I'm after and want to encourage; that in-character level discussion about aspects of the milieu.
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?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.
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?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.
So are your games usually beer and pretzel style?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.
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.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.
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.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.
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.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.
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?So, with all that said, what things should I concentrate on putting in such a reference booklet and what should I avoid?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.