- Joined
- Nov 4, 2017
This is why I'm an advocate for the Lazy Dungeon Master idea of a campaign one pager. If you can't fit the essential campaign lore on one page, then there's too much. And to clear, this doesn't mean you have to fit all the world info on one page. Just what the players need to know to make their characters and start playing the game.
I go even further and limit it to a paragraph and a bullet point list of key facts. Some players don't even read that, but if you're too lazy to read what amounts to a forum post before embarking on a 80 hour game, then that's on you.
For players I have a basic "Here's the general factions/environment/region-global situation" that is just the need-to know, but I also like to talk to my players before the campaign starts so if they've got an origin or concept that they want to go with (and not just some LOLRANDOMWACKY gimmick) my game worlds usually have enough flex I can work the needed background stuff in. So the initial layout is probably a page or less.
Then I usually have a longer 2ish page more indepth summary of "Here's how the local economy/trade networks go, Here's the major points of interest, name drop-and-five-word-description on any noteworthy personalities, here's who hates who and why, here's a bit more about pantheon & relations between the gods" with a bit of tuning to their character's perspective. Which I preface with "This is world building you don't necessarily need to know. If you are just going to show up and follow the set adventure hooks, you don't need to really care and maybe just give it a skim. If you are going to start trying to get involved in the shit or you/your character is going ask Why you need to do a certain quest, you'll want to (be expected to) have given this a good read to get the key points."
I also am very clear when describing the attitudes of races/cultures towards things "this what the average dwarf from Hammerfast thinks about elves. Your dwarf can feel differently, and you may meet dwarves with other opinions."
I always give my players homework every week, sent 2-4 days after session, with the expectation that it should take no more than an hour of their time to complete. It is a great way to judge who's involved in your game and who isn't - someone will usually stop doing homework a few weeks before they leave the game. Also if the player has problems, concerns, or questions the homework email gives them an open channel to "oh by the way..." and bring things up quietly. It also helps keep the game a little more active in the minds so there is much less "What the fuck were we doing again?" when you start the next session since they had the RPG neurons firing 4 days ago instead 7.
Content of homework varies. Sometimes its utilitarian - I want to know what the PCs will be doing in town so we don't waste in-session time with 'I got to the used sword dealer', or how they're leaning to respond to last week's cliffhanger, so I can have have things prepared for the upcoming session (letting the players know they aren't locked in on their responses). Sometimes its just a question about a past adventure (usually with an important, easily searchable keyword) or a magic item they haven't used in a while. But I'll hand out reading assignments when the players hit a portion of the adventure when there's some background they'll need to know - Clerics and Paladins get a lot of cosmology slowly meted out to them this way. Instead of a big list of Divine Greviances, they learn who hates who and why closer to when it matters.
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