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General Tabletop Discussion
*TTRPGs General
What should the players be expected to know about the setting and their characters?
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<blockquote data-quote="Thunderfoot" data-source="post: 5567622" data-attributes="member: 34175"><p>Plug for Charles Ryan's "5 things everyone should know about ..."</p><p></p><p>Basic nut shell is instead of a large catalog of information that will never be digested by the players, set up 5 bullet points that are short, sweet and to the point. As the campaign goes on, you can post new ones and the players are none the wiser that you are slowly giving them information to memorize so your world seems more cohesive.</p><p></p><p>That said, I would keep a regular tome of knowledge for yourself, especially if you are running a homebrew. Your booklet idea is sound, if you give them a page of 5 points per session, they may easily take it and may even begin to look forward to it, if you plant little "secret" nuggets for their character's only. (Another great way to sucker a player is make them think they know something no one else knows.)</p><p></p><p>I'm not sure why players usually feel the need to ignore setting details (generalization - I know this is untrue about all players) but I think my sig has one of the greatest truisms about D&D of all time. Thank you Shamus for your DM'ing wisdom.</p></blockquote><p></p>
[QUOTE="Thunderfoot, post: 5567622, member: 34175"] Plug for Charles Ryan's "5 things everyone should know about ..." Basic nut shell is instead of a large catalog of information that will never be digested by the players, set up 5 bullet points that are short, sweet and to the point. As the campaign goes on, you can post new ones and the players are none the wiser that you are slowly giving them information to memorize so your world seems more cohesive. That said, I would keep a regular tome of knowledge for yourself, especially if you are running a homebrew. Your booklet idea is sound, if you give them a page of 5 points per session, they may easily take it and may even begin to look forward to it, if you plant little "secret" nuggets for their character's only. (Another great way to sucker a player is make them think they know something no one else knows.) I'm not sure why players usually feel the need to ignore setting details (generalization - I know this is untrue about all players) but I think my sig has one of the greatest truisms about D&D of all time. Thank you Shamus for your DM'ing wisdom. [/QUOTE]
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What should the players be expected to know about the setting and their characters?
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