Greenstone.Walker
Adventurer
For me, lore and rules and setting are all part of predictable expectations.
An example of a "rule": Better AC means less chance to be hit. I can expect that if my character is wearing plate then I can expect to be hit less, so I can confidently wade into melee.
En example of a "lore": the world is high-magic. I can expect that if my character casts a spell then people around aren't going to freak out and go get pitchforks and torches.
If these expectations are broken, it breaks my fun. For example, the monster hits me and the GM says "oh, the ceremonial swords of the River Elves bypass the AC of plate armour" then my response will be "you know, it would have been nice to know that before I waded into melee!". Eventually, I'm going to stop trying to plan ahead, and just say "yeah, whatever, it's not like whatever I do makes any difference." That's no fun.
An example of a "rule": Better AC means less chance to be hit. I can expect that if my character is wearing plate then I can expect to be hit less, so I can confidently wade into melee.
En example of a "lore": the world is high-magic. I can expect that if my character casts a spell then people around aren't going to freak out and go get pitchforks and torches.
If these expectations are broken, it breaks my fun. For example, the monster hits me and the GM says "oh, the ceremonial swords of the River Elves bypass the AC of plate armour" then my response will be "you know, it would have been nice to know that before I waded into melee!". Eventually, I'm going to stop trying to plan ahead, and just say "yeah, whatever, it's not like whatever I do makes any difference." That's no fun.