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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="Hussar" data-source="post: 5571085" data-attributes="member: 22779"><p>This, I think, is the best way to go about it. Drop two or three details every session and don't be afraid to repeat them a few times. </p><p></p><p>And pay attention to what sticks. If you detail the separate coinage and your player's eye's glaze over every single time it comes up, well, maybe that idea is more interesting to you than to them. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> OTOH, if some or all the players pick up on it, make sure to reward that. Drop alternative coinage frequently and reward players who pay attention.</p><p></p><p>Maybe one merchant gives them the hairy eyeball for trying to pass off foreign coinage, but, the next guy gives them a bit of a bonus on the exchange rate.</p><p></p><p>If moons matter, then every time the PC's are outside at night, mention the moons. And, have the moons matter - if there are multiple moons and they're both full, nightime encounters should be very well lit, for example.</p><p></p><p>Again, it's all about show, don't tell. </p><p></p><p>In the current adventure I'm running, I added a detail that the city the PC's are in has cultivated a number of small fire beetles to light the city at night. So, the streets are cleaner than normal, because having foot long beetles eating the garbage every night tends to clean the streets. Plus, night time is very noisy - foot long bugs would be bloody loud.</p><p></p><p>This was all stuff that I added on the fly, but, I think it's fleshed out the city in an interesting, or at least memorable way. I think the players have grabbed onto the detail, although they haven't actually done anything with it as of yet.</p></blockquote><p></p>
[QUOTE="Hussar, post: 5571085, member: 22779"] This, I think, is the best way to go about it. Drop two or three details every session and don't be afraid to repeat them a few times. And pay attention to what sticks. If you detail the separate coinage and your player's eye's glaze over every single time it comes up, well, maybe that idea is more interesting to you than to them. :D OTOH, if some or all the players pick up on it, make sure to reward that. Drop alternative coinage frequently and reward players who pay attention. Maybe one merchant gives them the hairy eyeball for trying to pass off foreign coinage, but, the next guy gives them a bit of a bonus on the exchange rate. If moons matter, then every time the PC's are outside at night, mention the moons. And, have the moons matter - if there are multiple moons and they're both full, nightime encounters should be very well lit, for example. Again, it's all about show, don't tell. In the current adventure I'm running, I added a detail that the city the PC's are in has cultivated a number of small fire beetles to light the city at night. So, the streets are cleaner than normal, because having foot long beetles eating the garbage every night tends to clean the streets. Plus, night time is very noisy - foot long bugs would be bloody loud. This was all stuff that I added on the fly, but, I think it's fleshed out the city in an interesting, or at least memorable way. I think the players have grabbed onto the detail, although they haven't actually done anything with it as of yet. [/QUOTE]
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What should the players be expected to know about the setting and their characters?
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