NO MEANINGFUL LORE IF STRICT INTERACTIVITY IS NOT MAINTAINED 

 
If your players can’t touch, smell, be murdered by, manipulate, blow up, discover, or loot your history it doesn’t matter.. Since it’s my blog I can have opinions and I think that if setting history isn’t designed or revisited with the background thought, “How can this maybe lead to interesting gameplay for my players?” it’s not very good for RPG’s. 

 Like the lonely fun of world building is awesome but as it exists to serve a sandbox adventure game format it should provide Information to your players that lead to Choices that have Impact. Like if I want to develop an intricate 6 tier caste system for my fallen empire of Different Elves.™ That’s cool but why would the PC’s want to know about it? What choices does the information provide them with? What impact would these choices make? 

Maybe the Different Elves restricted access to parts of their labyrinth cities by these castes and had magical doors that read the caste tattoo on the user’s palm before opening. Now understanding the society and knowing for example, the funerary practices prescribed for each of the castes becomes useful if the party wants to find some honey preserved Different Elf corpses to cut off a hand and open some magic doors. What if the Priest Aristocrat caste were cremated in a pit of eternal flame, making it difficult to open the particularly fancy doors with their caste name inscribed on it? Throw a few possible solutions into your world, knowing the PC’s may come up with something entirely different that works. You could have a tome of palm  designs and the mystic ink needles that can permanently inscribe the arcane tomb secluded in an archive. You could have rumors of a buried maze villa where the resident Priest Aristocrat might still be frozen intact in ice from a cataclysmic icefall. This was like five minutes of spitballing, you can definitely do better spending a bit more time on it. One can have super weird deep history-but tie it into the gameplay itself for the PC’s to experience first hand and internalize which keeps the multiparagraph lore dumps to a minimum.

 (Unless they seek out a sage or some other way they’re explicitly looking for that, some players actually dig hearing the history! Then a strange old rambling guy in the game is doing this long lore dump diagetically, not the booming omniscient voice of the GM some players wanted the dump from or not.)

I’m absolutely not against intricate worldbuilding, it’s great creative fun and provides a sense of an otherworld with its own reality. But I think it should be designed or shaped after the fact to provide information and secrets that lead to cool decisions that have an impact in the characters lives and world.

1 thought on “NO MEANINGFUL LORE IF STRICT INTERACTIVITY IS NOT MAINTAINED ”

  1. Fully in agreement here.

    I always put it as “players will only remember the backstory that is relevant to dealing with the obstacles they are facing”, which I think is basically the same idea.

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