this post was submitted on 26 Dec 2023
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Edit sorry I was way to vague and bad explained question. But great explanation everyone.

If you start playing as a player in a homebrew world that I built. How little information would you feel needed to be able read before you can build a character in it?

I have been planing to start looking for players soon but I struggling as I don't want to give them a whole novel of mostly boring lore dump but sending them like two sentients feels just silly.

Not to mention would you as a player like reference to other mediums so you could quickly know what to expect or would you rather have a in game view of it?

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[–] catonwheels@ttrpg.network 2 points 1 year ago* (last edited 1 year ago) (1 children)

But would you not feel the scene was even more derailed if the player said remember this is like Halloweentown when they trying to figure if it worth buying the fancy torches?

Also don't it give "demand" that all player know the reference? Because for me I know it ever darkness but you didn't? Instead had a 5 sentence description that you can quickly look it up and said it was ever lasting night.

Absolutely with you on giving the players the freedom to shape the world from mine to ours. That is the very reason I try to figure out how much lore I can get away not giving players so they feel part of world but also shape it.

[–] monosodium@lemmy.today 2 points 1 year ago

more derailed

Not at all, although admittedly my table is definitely more on the slapstick than the dramatic side.

everyone knows the reference

Absolutely, e.g. BitD referencing the game Dishonored, which some of my players hadn’t played.

I guess I should walk that recommendation back and say that if everyone is familiar with the media, and it fits the tone of the game you’re running, then references can be a powerful tool.