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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="Ariosto" data-source="post: 5570386" data-attributes="member: 80487"><p>I say cover details as they come up in play. If they are not actually interesting in play, then why bother with them?</p><p></p><p>Real-life trivia is the same way. I've got an autism spectrum disorder, and I know too well how easy it is to lose normal people's interest with "information overload".</p><p></p><p><strong>When people are really curious about something, they will ask about it!</strong></p><p></p><p>Fifteen pages of "homework" for players is too much. Hell, the overview of "The World of Tekumel" in <em>Empire of the Petal Throne</em> is only about 7,000 words -- about 6 pages as typeset -- and it is overkill for players. </p><p></p><p>D&D these days has about a 300-page player handbook, so what's the deal? Well, the deal is that players don't have to read even any chapter exhaustively. They can find whatever data they need to do what they want to do right now, then close the book and get on with playing. Alternatively, someone else (e.g., the DM) who knows the rule can tell them what they need to know.</p><p></p><p>It should be the same way with game background. If someone goes to buy an over-robe of <em>gydru</em> in "Salarvyani black" and wonders why it is more costly than one of <em>firya</em> in azure blue, then start to tell him. Maybe the pieces of information will come up in other contexts.</p><p></p><p>Then again, maybe people will be too busy investigating other things that interest them more!</p></blockquote><p></p>
[QUOTE="Ariosto, post: 5570386, member: 80487"] I say cover details as they come up in play. If they are not actually interesting in play, then why bother with them? Real-life trivia is the same way. I've got an autism spectrum disorder, and I know too well how easy it is to lose normal people's interest with "information overload". [B]When people are really curious about something, they will ask about it![/B] Fifteen pages of "homework" for players is too much. Hell, the overview of "The World of Tekumel" in [I]Empire of the Petal Throne[/I] is only about 7,000 words -- about 6 pages as typeset -- and it is overkill for players. D&D these days has about a 300-page player handbook, so what's the deal? Well, the deal is that players don't have to read even any chapter exhaustively. They can find whatever data they need to do what they want to do right now, then close the book and get on with playing. Alternatively, someone else (e.g., the DM) who knows the rule can tell them what they need to know. It should be the same way with game background. If someone goes to buy an over-robe of [I]gydru[/I] in "Salarvyani black" and wonders why it is more costly than one of [I]firya[/I] in azure blue, then start to tell him. Maybe the pieces of information will come up in other contexts. Then again, maybe people will be too busy investigating other things that interest them more! [/QUOTE]
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What should the players be expected to know about the setting and their characters?
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