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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="Quickleaf" data-source="post: 5568445" data-attributes="member: 20323"><p>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?</p><p></p><p></p><p>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?</p><p></p><p></p><p>So are your games usually beer and pretzel style? </p><p></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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?</p><p></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p></p><p>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.</p><p></p><p></p><p>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?</p><p></p><p>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?</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 5568445, member: 20323"] 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? 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? So are your games usually beer and pretzel style? 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? 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. 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. 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? [/QUOTE]
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