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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="chaochou" data-source="post: 5567810" data-attributes="member: 99817"><p>I sometimes had this problem running games set in Glorantha. It's a vastly detailed, rich world of mythology and culture - but if the players don't know anything about it that can quickly turn into a huge burden on the GM with little gameplay benefit.</p><p></p><p>So, a few thoughts, which may or may not be useful.</p><p></p><p>Try to show, instead of telling. Saying 'eating meat is forbidden in this city' makes me as a player go 'Huh?'. Having the city guard dragging some wretch through the streets while he's shouting he didn't eat any meat says the same thing, with more colour.</p><p></p><p>Even better if it's interactive. If they then spot the battered miscreant in the stocks in the town square later, the players can side with the law and pelt him, or maybe cause a distraction while the thief-type frees him. Or ignore him. At worse you've reinforced the setting, and you may have some crazy plot hooks suddenly spinning from an off the cuff encounter.</p><p></p><p>Background-wise, for the Glorantha reasons I like to keep my settings sketchy enough so players have room to pencil their own ideas in. I find players value input. If I tell a player they're from the town of Barrash on a fortified island in the Great Lake, well, they don't really care.</p><p></p><p>But if they tell me that, there's a bit more buy-in, especially if I follow up with more questions. Like 'Yeah? What's that place like? What's the thing you remember most about it? You still in touch with anyone there? What's happened to them? You ever think about going back?'</p><p></p><p>Players bring a setting to life more if they're given a stake in it, I think.</p></blockquote><p></p>
[QUOTE="chaochou, post: 5567810, member: 99817"] I sometimes had this problem running games set in Glorantha. It's a vastly detailed, rich world of mythology and culture - but if the players don't know anything about it that can quickly turn into a huge burden on the GM with little gameplay benefit. So, a few thoughts, which may or may not be useful. Try to show, instead of telling. Saying 'eating meat is forbidden in this city' makes me as a player go 'Huh?'. Having the city guard dragging some wretch through the streets while he's shouting he didn't eat any meat says the same thing, with more colour. Even better if it's interactive. If they then spot the battered miscreant in the stocks in the town square later, the players can side with the law and pelt him, or maybe cause a distraction while the thief-type frees him. Or ignore him. At worse you've reinforced the setting, and you may have some crazy plot hooks suddenly spinning from an off the cuff encounter. Background-wise, for the Glorantha reasons I like to keep my settings sketchy enough so players have room to pencil their own ideas in. I find players value input. If I tell a player they're from the town of Barrash on a fortified island in the Great Lake, well, they don't really care. But if they tell me that, there's a bit more buy-in, especially if I follow up with more questions. Like 'Yeah? What's that place like? What's the thing you remember most about it? You still in touch with anyone there? What's happened to them? You ever think about going back?' Players bring a setting to life more if they're given a stake in it, I think. [/QUOTE]
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What should the players be expected to know about the setting and their characters?
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