How can I deliver in-universe written lore to players without it being dry exposition?How should a GM best...
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How can I deliver in-universe written lore to players without it being dry exposition?
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$begingroup$
I DM for a D&D (5e) group in a custom campaign setting which I worldbuild as we go. One of my players is very much interested in the history and lore of the world and often tries to find out bits of knowledge by going looking for books and the like. I'm really happy that he's so interested in my world and it often gives me good opportunities to think some more about certain aspects of my world, but I'm not sure what the right way to hand out this information would be.
What I often do is improvise the name of a book he finds during the session, then write about a page or so of summary about the the subject from the fictional author's viewpoint. The problem I see with this approach is that it feels sort of unnatural to have a whole book consist of a single page of information, which also happens to neatly summarize its content matter.
But I do want to do written lore. If, for example, I were instead to tell the player something like "After reading the book you find out X, Y and Z.", it feels like straight-on, dry exposition, the player gets nothing tangible (no frayed scroll/page) and I don't get the fun of writing from an NPC's point of view.
How can I deliver written lore from my in-game universe to my players, without making it a dry exposition? Is my current approach a valid one for this problem?
dnd-5e campaign-development lore gm-preparation world-building
New contributor
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add a comment |
$begingroup$
I DM for a D&D (5e) group in a custom campaign setting which I worldbuild as we go. One of my players is very much interested in the history and lore of the world and often tries to find out bits of knowledge by going looking for books and the like. I'm really happy that he's so interested in my world and it often gives me good opportunities to think some more about certain aspects of my world, but I'm not sure what the right way to hand out this information would be.
What I often do is improvise the name of a book he finds during the session, then write about a page or so of summary about the the subject from the fictional author's viewpoint. The problem I see with this approach is that it feels sort of unnatural to have a whole book consist of a single page of information, which also happens to neatly summarize its content matter.
But I do want to do written lore. If, for example, I were instead to tell the player something like "After reading the book you find out X, Y and Z.", it feels like straight-on, dry exposition, the player gets nothing tangible (no frayed scroll/page) and I don't get the fun of writing from an NPC's point of view.
How can I deliver written lore from my in-game universe to my players, without making it a dry exposition? Is my current approach a valid one for this problem?
dnd-5e campaign-development lore gm-preparation world-building
New contributor
$endgroup$
2
$begingroup$
Hey there! I've edited the question to put it more in line with the other questions of the site. I hope this is enough to reopen it.
$endgroup$
– T. Sar
4 hours ago
2
$begingroup$
@Nyakouai and T. Sar, I figured this question could be placed here because it is more (or was intended to be) about handing out existing lore than about writing new stuff. As for being opinion-based, you got me there :P. The edited wording serves my question perfectly, btw, thanks.
$endgroup$
– Harm van den Brand
3 hours ago
add a comment |
$begingroup$
I DM for a D&D (5e) group in a custom campaign setting which I worldbuild as we go. One of my players is very much interested in the history and lore of the world and often tries to find out bits of knowledge by going looking for books and the like. I'm really happy that he's so interested in my world and it often gives me good opportunities to think some more about certain aspects of my world, but I'm not sure what the right way to hand out this information would be.
What I often do is improvise the name of a book he finds during the session, then write about a page or so of summary about the the subject from the fictional author's viewpoint. The problem I see with this approach is that it feels sort of unnatural to have a whole book consist of a single page of information, which also happens to neatly summarize its content matter.
But I do want to do written lore. If, for example, I were instead to tell the player something like "After reading the book you find out X, Y and Z.", it feels like straight-on, dry exposition, the player gets nothing tangible (no frayed scroll/page) and I don't get the fun of writing from an NPC's point of view.
How can I deliver written lore from my in-game universe to my players, without making it a dry exposition? Is my current approach a valid one for this problem?
dnd-5e campaign-development lore gm-preparation world-building
New contributor
$endgroup$
I DM for a D&D (5e) group in a custom campaign setting which I worldbuild as we go. One of my players is very much interested in the history and lore of the world and often tries to find out bits of knowledge by going looking for books and the like. I'm really happy that he's so interested in my world and it often gives me good opportunities to think some more about certain aspects of my world, but I'm not sure what the right way to hand out this information would be.
What I often do is improvise the name of a book he finds during the session, then write about a page or so of summary about the the subject from the fictional author's viewpoint. The problem I see with this approach is that it feels sort of unnatural to have a whole book consist of a single page of information, which also happens to neatly summarize its content matter.
But I do want to do written lore. If, for example, I were instead to tell the player something like "After reading the book you find out X, Y and Z.", it feels like straight-on, dry exposition, the player gets nothing tangible (no frayed scroll/page) and I don't get the fun of writing from an NPC's point of view.
How can I deliver written lore from my in-game universe to my players, without making it a dry exposition? Is my current approach a valid one for this problem?
dnd-5e campaign-development lore gm-preparation world-building
dnd-5e campaign-development lore gm-preparation world-building
New contributor
New contributor
edited 1 hour ago
V2Blast
23.4k375147
23.4k375147
New contributor
asked 4 hours ago
Harm van den BrandHarm van den Brand
264
264
New contributor
New contributor
2
$begingroup$
Hey there! I've edited the question to put it more in line with the other questions of the site. I hope this is enough to reopen it.
$endgroup$
– T. Sar
4 hours ago
2
$begingroup$
@Nyakouai and T. Sar, I figured this question could be placed here because it is more (or was intended to be) about handing out existing lore than about writing new stuff. As for being opinion-based, you got me there :P. The edited wording serves my question perfectly, btw, thanks.
$endgroup$
– Harm van den Brand
3 hours ago
add a comment |
2
$begingroup$
Hey there! I've edited the question to put it more in line with the other questions of the site. I hope this is enough to reopen it.
$endgroup$
– T. Sar
4 hours ago
2
$begingroup$
@Nyakouai and T. Sar, I figured this question could be placed here because it is more (or was intended to be) about handing out existing lore than about writing new stuff. As for being opinion-based, you got me there :P. The edited wording serves my question perfectly, btw, thanks.
$endgroup$
– Harm van den Brand
3 hours ago
2
2
$begingroup$
Hey there! I've edited the question to put it more in line with the other questions of the site. I hope this is enough to reopen it.
$endgroup$
– T. Sar
4 hours ago
$begingroup$
Hey there! I've edited the question to put it more in line with the other questions of the site. I hope this is enough to reopen it.
$endgroup$
– T. Sar
4 hours ago
2
2
$begingroup$
@Nyakouai and T. Sar, I figured this question could be placed here because it is more (or was intended to be) about handing out existing lore than about writing new stuff. As for being opinion-based, you got me there :P. The edited wording serves my question perfectly, btw, thanks.
$endgroup$
– Harm van den Brand
3 hours ago
$begingroup$
@Nyakouai and T. Sar, I figured this question could be placed here because it is more (or was intended to be) about handing out existing lore than about writing new stuff. As for being opinion-based, you got me there :P. The edited wording serves my question perfectly, btw, thanks.
$endgroup$
– Harm van den Brand
3 hours ago
add a comment |
2 Answers
2
active
oldest
votes
$begingroup$
Add brief lore based descriptions to many objects, not just books.
Lots of hand crafted objects should have references to the lore of the world. Subtle examples include: Symbols of deities, makers marks of a famous smiths, allusions to heroes or kinds of the realm, etc.
Keep it simple
Providing brief summaries makes information tractable and trackable. Multipage volumes make distilling information difficult.
Let the players figure it out.
Simply state a succinct summary of the relevant lore, legend, or description. Add as much or little detail as desired, but don't call out specifically, "you learn X." The players reading it will either learn and recall the information or not.
Example Summaries
An entire book about the adventures of Robin Hood could be summarized as, "a story of the famous rogue that robbed from the rich and gave to the poor. The exploits detail heroic skill with a bow and arrow." For a first introduction, that's sufficient and succinct.
Subsequently, a bowyer hawking their wares could then make a passing reference, "this is the same kind of bow Robin O'Hood used to draw!"
Finding slightly conflicting subsequent lore can add interest. For example, a depiction of the hero on a tapestry, "the image of Robin Hood single handedly fighting 5 men at arms with a longsword and dagger. Conspicuously, he doesn't have bow on him, and the inscription is 'Robin Hood Master of the Blade.'"
Make loot interesting
Finding artwork and valuable tools or weapons can be made distinct be referencing lore. E.g. "The weapons rack has a few spears and a half dozen short swords. The fighter recognizes their quality, and the rogue notes that one of the swords has the mark of [some previously encountered blacksmith] engraved in the pommel." These can provide lore and story hooks.
$endgroup$
1
$begingroup$
+1 for this being exactly how the video game RPGs that are best at establish their lore do it. Small tidbits rather than having to read large expository things (so Dark Souls > Elder Scrolls for lore delivery)
$endgroup$
– David Coffron
1 hour ago
$begingroup$
In addition to being delivered by NPCs, PCs themselves could "remember" such lore when they (for instance) examine something and the DM calls for a History check to determine how much they know about the ancient conflict it was involved in (or an Arcana check, for lore about magic items and such).
$endgroup$
– V2Blast
7 mins ago
add a comment |
$begingroup$
Lore can't be forced.
In most stories and games, a lot of lore goes untold and unheard. Tolkien had entire continents that shaped the world of Lord of the Rings, but while the effects of the history were seen, the actual stories were not (Aragorn's ancestors were originally lured to middle earth by Morgoth, first lord of Mordor, who created the balrogs!). Skyrim had entire libraries of books and dialogues about the dwemer, but most people who played the game were unaware of it. Dark Souls and Bloodborne have one of the most in-depth lore, but it's so broken up and hidden across the various item texts and dialogues that whole communities need to work on decoding everything, and most don't bother.
Having people care enough to read lore is one of the biggest challenges a world-builder can come up against.
So how do I make people care?
Now, you can go into the psychology of gaming and motivations, but the simple answer is "Tie your lore to what your players care about."
With DnD, the best ways to accomplish this comes from the three things that drive DMs crazy. Item hoarding, murderhoboing, and players hogging the spotlight. Old players or new, players have fun with cool items, cool battles, and getting the chance to show off their characters.
If you want to have your players care enough to read books, you might think about throwing down some pretty blatant hints. You find a broken sword that seems to radiate holy and unholy energy, and an identify spell reveals that, if fixed, this "ashkeeper's godslayer" sword is super powerful. Now the phrase "Ashkeeper" and "Godslayer" is tied to potentially getting some sweet loot.
Now they might read a page about ashkeepers, but a full book might still be too much. Now they face a horde of undead with some unusual ability, like zombies with truesight and who deal holy and unholy damage, and these are zombies of ashkeepers, and the symbol of the ashkeepers are all over their clothing. Suddenly, learning about ashkeepers not only might grant a cool sword, but also might tie into truesight, and maybe even some cool super zombies.
Finally, look into weaving ashkeepers into a character's backstory. Maybe one of your player's characters has a coat of arms, and the ashkeeper symbol appears in their crest. Now the players can have their character as the star of the week if they can push the ashkeepers as a central role.
And, by doing this, you can build up interest in the lore and also start sharing the lore. Just by what I've written, you know the ashkeepers wield holy and unholy powers, were formal enough to influence family coat of arms, they use enchanted swords, and are turned into zombies with extra powers. From there, you can build out the lore.
The best way to know if a party is ready to get heavier lore is if they begin actively looking for it. If they start looking through libraries for books with ashkeeper symbols, or go to a bookstore in a town looking for ashkeepers, or show off the broken sword and ask about ashkeepers.
What should I avoid?
In a lot of games, there's an obstacle I've heard called "paper fatigue". Players are constantly having to refer to their sheets and scan them for ability scores and modifiers, skills, feats, features, attack bonuses, etc. It's a lot of text, a lot of scanning, and it can be very frustrating and exhausting to go through binders every time you need to find a number. Adding more paper to this situation can be the straw that broke the camel's back, and you might lose party investment and immersion.
Also, avoid railroading. If the party doesn't want to read lore, don't punish them for it. If your players are more interested in running the story than digging into the history, don't punish them for it. You may need to find a different party.
$endgroup$
add a comment |
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2 Answers
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2 Answers
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$begingroup$
Add brief lore based descriptions to many objects, not just books.
Lots of hand crafted objects should have references to the lore of the world. Subtle examples include: Symbols of deities, makers marks of a famous smiths, allusions to heroes or kinds of the realm, etc.
Keep it simple
Providing brief summaries makes information tractable and trackable. Multipage volumes make distilling information difficult.
Let the players figure it out.
Simply state a succinct summary of the relevant lore, legend, or description. Add as much or little detail as desired, but don't call out specifically, "you learn X." The players reading it will either learn and recall the information or not.
Example Summaries
An entire book about the adventures of Robin Hood could be summarized as, "a story of the famous rogue that robbed from the rich and gave to the poor. The exploits detail heroic skill with a bow and arrow." For a first introduction, that's sufficient and succinct.
Subsequently, a bowyer hawking their wares could then make a passing reference, "this is the same kind of bow Robin O'Hood used to draw!"
Finding slightly conflicting subsequent lore can add interest. For example, a depiction of the hero on a tapestry, "the image of Robin Hood single handedly fighting 5 men at arms with a longsword and dagger. Conspicuously, he doesn't have bow on him, and the inscription is 'Robin Hood Master of the Blade.'"
Make loot interesting
Finding artwork and valuable tools or weapons can be made distinct be referencing lore. E.g. "The weapons rack has a few spears and a half dozen short swords. The fighter recognizes their quality, and the rogue notes that one of the swords has the mark of [some previously encountered blacksmith] engraved in the pommel." These can provide lore and story hooks.
$endgroup$
1
$begingroup$
+1 for this being exactly how the video game RPGs that are best at establish their lore do it. Small tidbits rather than having to read large expository things (so Dark Souls > Elder Scrolls for lore delivery)
$endgroup$
– David Coffron
1 hour ago
$begingroup$
In addition to being delivered by NPCs, PCs themselves could "remember" such lore when they (for instance) examine something and the DM calls for a History check to determine how much they know about the ancient conflict it was involved in (or an Arcana check, for lore about magic items and such).
$endgroup$
– V2Blast
7 mins ago
add a comment |
$begingroup$
Add brief lore based descriptions to many objects, not just books.
Lots of hand crafted objects should have references to the lore of the world. Subtle examples include: Symbols of deities, makers marks of a famous smiths, allusions to heroes or kinds of the realm, etc.
Keep it simple
Providing brief summaries makes information tractable and trackable. Multipage volumes make distilling information difficult.
Let the players figure it out.
Simply state a succinct summary of the relevant lore, legend, or description. Add as much or little detail as desired, but don't call out specifically, "you learn X." The players reading it will either learn and recall the information or not.
Example Summaries
An entire book about the adventures of Robin Hood could be summarized as, "a story of the famous rogue that robbed from the rich and gave to the poor. The exploits detail heroic skill with a bow and arrow." For a first introduction, that's sufficient and succinct.
Subsequently, a bowyer hawking their wares could then make a passing reference, "this is the same kind of bow Robin O'Hood used to draw!"
Finding slightly conflicting subsequent lore can add interest. For example, a depiction of the hero on a tapestry, "the image of Robin Hood single handedly fighting 5 men at arms with a longsword and dagger. Conspicuously, he doesn't have bow on him, and the inscription is 'Robin Hood Master of the Blade.'"
Make loot interesting
Finding artwork and valuable tools or weapons can be made distinct be referencing lore. E.g. "The weapons rack has a few spears and a half dozen short swords. The fighter recognizes their quality, and the rogue notes that one of the swords has the mark of [some previously encountered blacksmith] engraved in the pommel." These can provide lore and story hooks.
$endgroup$
1
$begingroup$
+1 for this being exactly how the video game RPGs that are best at establish their lore do it. Small tidbits rather than having to read large expository things (so Dark Souls > Elder Scrolls for lore delivery)
$endgroup$
– David Coffron
1 hour ago
$begingroup$
In addition to being delivered by NPCs, PCs themselves could "remember" such lore when they (for instance) examine something and the DM calls for a History check to determine how much they know about the ancient conflict it was involved in (or an Arcana check, for lore about magic items and such).
$endgroup$
– V2Blast
7 mins ago
add a comment |
$begingroup$
Add brief lore based descriptions to many objects, not just books.
Lots of hand crafted objects should have references to the lore of the world. Subtle examples include: Symbols of deities, makers marks of a famous smiths, allusions to heroes or kinds of the realm, etc.
Keep it simple
Providing brief summaries makes information tractable and trackable. Multipage volumes make distilling information difficult.
Let the players figure it out.
Simply state a succinct summary of the relevant lore, legend, or description. Add as much or little detail as desired, but don't call out specifically, "you learn X." The players reading it will either learn and recall the information or not.
Example Summaries
An entire book about the adventures of Robin Hood could be summarized as, "a story of the famous rogue that robbed from the rich and gave to the poor. The exploits detail heroic skill with a bow and arrow." For a first introduction, that's sufficient and succinct.
Subsequently, a bowyer hawking their wares could then make a passing reference, "this is the same kind of bow Robin O'Hood used to draw!"
Finding slightly conflicting subsequent lore can add interest. For example, a depiction of the hero on a tapestry, "the image of Robin Hood single handedly fighting 5 men at arms with a longsword and dagger. Conspicuously, he doesn't have bow on him, and the inscription is 'Robin Hood Master of the Blade.'"
Make loot interesting
Finding artwork and valuable tools or weapons can be made distinct be referencing lore. E.g. "The weapons rack has a few spears and a half dozen short swords. The fighter recognizes their quality, and the rogue notes that one of the swords has the mark of [some previously encountered blacksmith] engraved in the pommel." These can provide lore and story hooks.
$endgroup$
Add brief lore based descriptions to many objects, not just books.
Lots of hand crafted objects should have references to the lore of the world. Subtle examples include: Symbols of deities, makers marks of a famous smiths, allusions to heroes or kinds of the realm, etc.
Keep it simple
Providing brief summaries makes information tractable and trackable. Multipage volumes make distilling information difficult.
Let the players figure it out.
Simply state a succinct summary of the relevant lore, legend, or description. Add as much or little detail as desired, but don't call out specifically, "you learn X." The players reading it will either learn and recall the information or not.
Example Summaries
An entire book about the adventures of Robin Hood could be summarized as, "a story of the famous rogue that robbed from the rich and gave to the poor. The exploits detail heroic skill with a bow and arrow." For a first introduction, that's sufficient and succinct.
Subsequently, a bowyer hawking their wares could then make a passing reference, "this is the same kind of bow Robin O'Hood used to draw!"
Finding slightly conflicting subsequent lore can add interest. For example, a depiction of the hero on a tapestry, "the image of Robin Hood single handedly fighting 5 men at arms with a longsword and dagger. Conspicuously, he doesn't have bow on him, and the inscription is 'Robin Hood Master of the Blade.'"
Make loot interesting
Finding artwork and valuable tools or weapons can be made distinct be referencing lore. E.g. "The weapons rack has a few spears and a half dozen short swords. The fighter recognizes their quality, and the rogue notes that one of the swords has the mark of [some previously encountered blacksmith] engraved in the pommel." These can provide lore and story hooks.
edited 2 hours ago
answered 3 hours ago
GrosscolGrosscol
10.9k12872
10.9k12872
1
$begingroup$
+1 for this being exactly how the video game RPGs that are best at establish their lore do it. Small tidbits rather than having to read large expository things (so Dark Souls > Elder Scrolls for lore delivery)
$endgroup$
– David Coffron
1 hour ago
$begingroup$
In addition to being delivered by NPCs, PCs themselves could "remember" such lore when they (for instance) examine something and the DM calls for a History check to determine how much they know about the ancient conflict it was involved in (or an Arcana check, for lore about magic items and such).
$endgroup$
– V2Blast
7 mins ago
add a comment |
1
$begingroup$
+1 for this being exactly how the video game RPGs that are best at establish their lore do it. Small tidbits rather than having to read large expository things (so Dark Souls > Elder Scrolls for lore delivery)
$endgroup$
– David Coffron
1 hour ago
$begingroup$
In addition to being delivered by NPCs, PCs themselves could "remember" such lore when they (for instance) examine something and the DM calls for a History check to determine how much they know about the ancient conflict it was involved in (or an Arcana check, for lore about magic items and such).
$endgroup$
– V2Blast
7 mins ago
1
1
$begingroup$
+1 for this being exactly how the video game RPGs that are best at establish their lore do it. Small tidbits rather than having to read large expository things (so Dark Souls > Elder Scrolls for lore delivery)
$endgroup$
– David Coffron
1 hour ago
$begingroup$
+1 for this being exactly how the video game RPGs that are best at establish their lore do it. Small tidbits rather than having to read large expository things (so Dark Souls > Elder Scrolls for lore delivery)
$endgroup$
– David Coffron
1 hour ago
$begingroup$
In addition to being delivered by NPCs, PCs themselves could "remember" such lore when they (for instance) examine something and the DM calls for a History check to determine how much they know about the ancient conflict it was involved in (or an Arcana check, for lore about magic items and such).
$endgroup$
– V2Blast
7 mins ago
$begingroup$
In addition to being delivered by NPCs, PCs themselves could "remember" such lore when they (for instance) examine something and the DM calls for a History check to determine how much they know about the ancient conflict it was involved in (or an Arcana check, for lore about magic items and such).
$endgroup$
– V2Blast
7 mins ago
add a comment |
$begingroup$
Lore can't be forced.
In most stories and games, a lot of lore goes untold and unheard. Tolkien had entire continents that shaped the world of Lord of the Rings, but while the effects of the history were seen, the actual stories were not (Aragorn's ancestors were originally lured to middle earth by Morgoth, first lord of Mordor, who created the balrogs!). Skyrim had entire libraries of books and dialogues about the dwemer, but most people who played the game were unaware of it. Dark Souls and Bloodborne have one of the most in-depth lore, but it's so broken up and hidden across the various item texts and dialogues that whole communities need to work on decoding everything, and most don't bother.
Having people care enough to read lore is one of the biggest challenges a world-builder can come up against.
So how do I make people care?
Now, you can go into the psychology of gaming and motivations, but the simple answer is "Tie your lore to what your players care about."
With DnD, the best ways to accomplish this comes from the three things that drive DMs crazy. Item hoarding, murderhoboing, and players hogging the spotlight. Old players or new, players have fun with cool items, cool battles, and getting the chance to show off their characters.
If you want to have your players care enough to read books, you might think about throwing down some pretty blatant hints. You find a broken sword that seems to radiate holy and unholy energy, and an identify spell reveals that, if fixed, this "ashkeeper's godslayer" sword is super powerful. Now the phrase "Ashkeeper" and "Godslayer" is tied to potentially getting some sweet loot.
Now they might read a page about ashkeepers, but a full book might still be too much. Now they face a horde of undead with some unusual ability, like zombies with truesight and who deal holy and unholy damage, and these are zombies of ashkeepers, and the symbol of the ashkeepers are all over their clothing. Suddenly, learning about ashkeepers not only might grant a cool sword, but also might tie into truesight, and maybe even some cool super zombies.
Finally, look into weaving ashkeepers into a character's backstory. Maybe one of your player's characters has a coat of arms, and the ashkeeper symbol appears in their crest. Now the players can have their character as the star of the week if they can push the ashkeepers as a central role.
And, by doing this, you can build up interest in the lore and also start sharing the lore. Just by what I've written, you know the ashkeepers wield holy and unholy powers, were formal enough to influence family coat of arms, they use enchanted swords, and are turned into zombies with extra powers. From there, you can build out the lore.
The best way to know if a party is ready to get heavier lore is if they begin actively looking for it. If they start looking through libraries for books with ashkeeper symbols, or go to a bookstore in a town looking for ashkeepers, or show off the broken sword and ask about ashkeepers.
What should I avoid?
In a lot of games, there's an obstacle I've heard called "paper fatigue". Players are constantly having to refer to their sheets and scan them for ability scores and modifiers, skills, feats, features, attack bonuses, etc. It's a lot of text, a lot of scanning, and it can be very frustrating and exhausting to go through binders every time you need to find a number. Adding more paper to this situation can be the straw that broke the camel's back, and you might lose party investment and immersion.
Also, avoid railroading. If the party doesn't want to read lore, don't punish them for it. If your players are more interested in running the story than digging into the history, don't punish them for it. You may need to find a different party.
$endgroup$
add a comment |
$begingroup$
Lore can't be forced.
In most stories and games, a lot of lore goes untold and unheard. Tolkien had entire continents that shaped the world of Lord of the Rings, but while the effects of the history were seen, the actual stories were not (Aragorn's ancestors were originally lured to middle earth by Morgoth, first lord of Mordor, who created the balrogs!). Skyrim had entire libraries of books and dialogues about the dwemer, but most people who played the game were unaware of it. Dark Souls and Bloodborne have one of the most in-depth lore, but it's so broken up and hidden across the various item texts and dialogues that whole communities need to work on decoding everything, and most don't bother.
Having people care enough to read lore is one of the biggest challenges a world-builder can come up against.
So how do I make people care?
Now, you can go into the psychology of gaming and motivations, but the simple answer is "Tie your lore to what your players care about."
With DnD, the best ways to accomplish this comes from the three things that drive DMs crazy. Item hoarding, murderhoboing, and players hogging the spotlight. Old players or new, players have fun with cool items, cool battles, and getting the chance to show off their characters.
If you want to have your players care enough to read books, you might think about throwing down some pretty blatant hints. You find a broken sword that seems to radiate holy and unholy energy, and an identify spell reveals that, if fixed, this "ashkeeper's godslayer" sword is super powerful. Now the phrase "Ashkeeper" and "Godslayer" is tied to potentially getting some sweet loot.
Now they might read a page about ashkeepers, but a full book might still be too much. Now they face a horde of undead with some unusual ability, like zombies with truesight and who deal holy and unholy damage, and these are zombies of ashkeepers, and the symbol of the ashkeepers are all over their clothing. Suddenly, learning about ashkeepers not only might grant a cool sword, but also might tie into truesight, and maybe even some cool super zombies.
Finally, look into weaving ashkeepers into a character's backstory. Maybe one of your player's characters has a coat of arms, and the ashkeeper symbol appears in their crest. Now the players can have their character as the star of the week if they can push the ashkeepers as a central role.
And, by doing this, you can build up interest in the lore and also start sharing the lore. Just by what I've written, you know the ashkeepers wield holy and unholy powers, were formal enough to influence family coat of arms, they use enchanted swords, and are turned into zombies with extra powers. From there, you can build out the lore.
The best way to know if a party is ready to get heavier lore is if they begin actively looking for it. If they start looking through libraries for books with ashkeeper symbols, or go to a bookstore in a town looking for ashkeepers, or show off the broken sword and ask about ashkeepers.
What should I avoid?
In a lot of games, there's an obstacle I've heard called "paper fatigue". Players are constantly having to refer to their sheets and scan them for ability scores and modifiers, skills, feats, features, attack bonuses, etc. It's a lot of text, a lot of scanning, and it can be very frustrating and exhausting to go through binders every time you need to find a number. Adding more paper to this situation can be the straw that broke the camel's back, and you might lose party investment and immersion.
Also, avoid railroading. If the party doesn't want to read lore, don't punish them for it. If your players are more interested in running the story than digging into the history, don't punish them for it. You may need to find a different party.
$endgroup$
add a comment |
$begingroup$
Lore can't be forced.
In most stories and games, a lot of lore goes untold and unheard. Tolkien had entire continents that shaped the world of Lord of the Rings, but while the effects of the history were seen, the actual stories were not (Aragorn's ancestors were originally lured to middle earth by Morgoth, first lord of Mordor, who created the balrogs!). Skyrim had entire libraries of books and dialogues about the dwemer, but most people who played the game were unaware of it. Dark Souls and Bloodborne have one of the most in-depth lore, but it's so broken up and hidden across the various item texts and dialogues that whole communities need to work on decoding everything, and most don't bother.
Having people care enough to read lore is one of the biggest challenges a world-builder can come up against.
So how do I make people care?
Now, you can go into the psychology of gaming and motivations, but the simple answer is "Tie your lore to what your players care about."
With DnD, the best ways to accomplish this comes from the three things that drive DMs crazy. Item hoarding, murderhoboing, and players hogging the spotlight. Old players or new, players have fun with cool items, cool battles, and getting the chance to show off their characters.
If you want to have your players care enough to read books, you might think about throwing down some pretty blatant hints. You find a broken sword that seems to radiate holy and unholy energy, and an identify spell reveals that, if fixed, this "ashkeeper's godslayer" sword is super powerful. Now the phrase "Ashkeeper" and "Godslayer" is tied to potentially getting some sweet loot.
Now they might read a page about ashkeepers, but a full book might still be too much. Now they face a horde of undead with some unusual ability, like zombies with truesight and who deal holy and unholy damage, and these are zombies of ashkeepers, and the symbol of the ashkeepers are all over their clothing. Suddenly, learning about ashkeepers not only might grant a cool sword, but also might tie into truesight, and maybe even some cool super zombies.
Finally, look into weaving ashkeepers into a character's backstory. Maybe one of your player's characters has a coat of arms, and the ashkeeper symbol appears in their crest. Now the players can have their character as the star of the week if they can push the ashkeepers as a central role.
And, by doing this, you can build up interest in the lore and also start sharing the lore. Just by what I've written, you know the ashkeepers wield holy and unholy powers, were formal enough to influence family coat of arms, they use enchanted swords, and are turned into zombies with extra powers. From there, you can build out the lore.
The best way to know if a party is ready to get heavier lore is if they begin actively looking for it. If they start looking through libraries for books with ashkeeper symbols, or go to a bookstore in a town looking for ashkeepers, or show off the broken sword and ask about ashkeepers.
What should I avoid?
In a lot of games, there's an obstacle I've heard called "paper fatigue". Players are constantly having to refer to their sheets and scan them for ability scores and modifiers, skills, feats, features, attack bonuses, etc. It's a lot of text, a lot of scanning, and it can be very frustrating and exhausting to go through binders every time you need to find a number. Adding more paper to this situation can be the straw that broke the camel's back, and you might lose party investment and immersion.
Also, avoid railroading. If the party doesn't want to read lore, don't punish them for it. If your players are more interested in running the story than digging into the history, don't punish them for it. You may need to find a different party.
$endgroup$
Lore can't be forced.
In most stories and games, a lot of lore goes untold and unheard. Tolkien had entire continents that shaped the world of Lord of the Rings, but while the effects of the history were seen, the actual stories were not (Aragorn's ancestors were originally lured to middle earth by Morgoth, first lord of Mordor, who created the balrogs!). Skyrim had entire libraries of books and dialogues about the dwemer, but most people who played the game were unaware of it. Dark Souls and Bloodborne have one of the most in-depth lore, but it's so broken up and hidden across the various item texts and dialogues that whole communities need to work on decoding everything, and most don't bother.
Having people care enough to read lore is one of the biggest challenges a world-builder can come up against.
So how do I make people care?
Now, you can go into the psychology of gaming and motivations, but the simple answer is "Tie your lore to what your players care about."
With DnD, the best ways to accomplish this comes from the three things that drive DMs crazy. Item hoarding, murderhoboing, and players hogging the spotlight. Old players or new, players have fun with cool items, cool battles, and getting the chance to show off their characters.
If you want to have your players care enough to read books, you might think about throwing down some pretty blatant hints. You find a broken sword that seems to radiate holy and unholy energy, and an identify spell reveals that, if fixed, this "ashkeeper's godslayer" sword is super powerful. Now the phrase "Ashkeeper" and "Godslayer" is tied to potentially getting some sweet loot.
Now they might read a page about ashkeepers, but a full book might still be too much. Now they face a horde of undead with some unusual ability, like zombies with truesight and who deal holy and unholy damage, and these are zombies of ashkeepers, and the symbol of the ashkeepers are all over their clothing. Suddenly, learning about ashkeepers not only might grant a cool sword, but also might tie into truesight, and maybe even some cool super zombies.
Finally, look into weaving ashkeepers into a character's backstory. Maybe one of your player's characters has a coat of arms, and the ashkeeper symbol appears in their crest. Now the players can have their character as the star of the week if they can push the ashkeepers as a central role.
And, by doing this, you can build up interest in the lore and also start sharing the lore. Just by what I've written, you know the ashkeepers wield holy and unholy powers, were formal enough to influence family coat of arms, they use enchanted swords, and are turned into zombies with extra powers. From there, you can build out the lore.
The best way to know if a party is ready to get heavier lore is if they begin actively looking for it. If they start looking through libraries for books with ashkeeper symbols, or go to a bookstore in a town looking for ashkeepers, or show off the broken sword and ask about ashkeepers.
What should I avoid?
In a lot of games, there's an obstacle I've heard called "paper fatigue". Players are constantly having to refer to their sheets and scan them for ability scores and modifiers, skills, feats, features, attack bonuses, etc. It's a lot of text, a lot of scanning, and it can be very frustrating and exhausting to go through binders every time you need to find a number. Adding more paper to this situation can be the straw that broke the camel's back, and you might lose party investment and immersion.
Also, avoid railroading. If the party doesn't want to read lore, don't punish them for it. If your players are more interested in running the story than digging into the history, don't punish them for it. You may need to find a different party.
answered 36 mins ago
Miles BedingerMiles Bedinger
3,769538
3,769538
add a comment |
add a comment |
Harm van den Brand is a new contributor. Be nice, and check out our Code of Conduct.
Harm van den Brand is a new contributor. Be nice, and check out our Code of Conduct.
Harm van den Brand is a new contributor. Be nice, and check out our Code of Conduct.
Harm van den Brand is a new contributor. Be nice, and check out our Code of Conduct.
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$begingroup$
Hey there! I've edited the question to put it more in line with the other questions of the site. I hope this is enough to reopen it.
$endgroup$
– T. Sar
4 hours ago
2
$begingroup$
@Nyakouai and T. Sar, I figured this question could be placed here because it is more (or was intended to be) about handing out existing lore than about writing new stuff. As for being opinion-based, you got me there :P. The edited wording serves my question perfectly, btw, thanks.
$endgroup$
– Harm van den Brand
3 hours ago