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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="Rugsrat" data-source="post: 5569655" data-attributes="member: 6673616"><p>I mentioned this idea in another thread, but one of the things I did to build immersion was to have all my players help me fill in my world map.</p><p></p><p>I started out with a normal 8.5"x11" sheet of white paper. It had a mountain range and my starting city on it. By the time they were done, it was 3'x4', and had more places on it than we could ever really get to see in a given campaign, with much more beyond it that could be expanded upon.</p><p></p><p>These are the guide-lines I use:</p><p></p><p>1. Every player must put something on the map.</p><p>2. Whenever possible, make sure that it stays within the tone of the setting, as dictated by the GM</p><p>3. Give the GM something that could be an adventure hook, or just something cool about this place that gives the new location/region flavor (Ex: A mountain range thought to be impenetrable, and inhabited by a god with split personalities, An island that looks like a sandbar from the top, but is really a city within an under-sea mountain, that is being attacked by <em>something</em> in its lowest levels.)</p><p></p><p>This way, the players are immersed, because when they go there, they know about it already. And you can have your NPCs talk about other places. And it means that you as the GM don't have to do quite as much work.</p></blockquote><p></p>
[QUOTE="Rugsrat, post: 5569655, member: 6673616"] I mentioned this idea in another thread, but one of the things I did to build immersion was to have all my players help me fill in my world map. I started out with a normal 8.5"x11" sheet of white paper. It had a mountain range and my starting city on it. By the time they were done, it was 3'x4', and had more places on it than we could ever really get to see in a given campaign, with much more beyond it that could be expanded upon. These are the guide-lines I use: 1. Every player must put something on the map. 2. Whenever possible, make sure that it stays within the tone of the setting, as dictated by the GM 3. Give the GM something that could be an adventure hook, or just something cool about this place that gives the new location/region flavor (Ex: A mountain range thought to be impenetrable, and inhabited by a god with split personalities, An island that looks like a sandbar from the top, but is really a city within an under-sea mountain, that is being attacked by [i]something[/i] in its lowest levels.) This way, the players are immersed, because when they go there, they know about it already. And you can have your NPCs talk about other places. And it means that you as the GM don't have to do quite as much work. [/QUOTE]
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What should the players be expected to know about the setting and their characters?
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