this post was submitted on 26 Dec 2023
38 points (89.6% liked)

Dungeons and Dragons

11013 readers
1 users here now

A community for discussion of all things Dungeons and Dragons! This is the catch all community for anything relating to Dungeons and Dragons, though we encourage you to see out our Networked Communities listed below!

/c/DnD Network Communities

Other DnD and related Communities to follow*

DnD/RPG Podcasts

*Please Follow the rules of these individual communities, not all of them are strictly DnD related, but may be of interest to DnD Fans

Rules (Subject to Change)

Format: [Source Name] Article Title

founded 1 year ago
MODERATORS
 

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?

you are viewing a single comment's thread
view the rest of the comments
[–] setsneedtofeed@lemmy.world 2 points 10 months ago* (last edited 10 months ago)

Have much more written than you initially tell the players. Not because you’re trying to keep a lot of it secret, but because as you said you don’t want to loredump. That said, if players start poking around with reasonable questions, you should have some answers prepared. If they don’t ask, then they don’t ask.

I’d say your players and you should both agree on all the lore relevant to their backstory. If you’ve got a dwarf, you don’t need all the lore on all things dwarvish but you should both agree how their home clan or town or whatever works.

If all the players are coming from somewhere else and meeting in a place that none of their characters have been in before, this will be a good excuse to put in hooks. Example: All the players traveled by boat to a city, for various individual reasons. In the city you can have statues of your homebrew gods around. Hey if the players stop and ask, or read the plaque, they get some info. If they don’t they don’t. Same deal with the rest.

You should know in broad terms what the gods are like, what magic is like, what the major cities/states are like (you don’t need micro detail just enough to flesh in later), and then more detail on what the immediate location is like. If you have a gimmick, introduce it early.

Highly advise you have a notebook ready so that when you make something up on the spot during a session you also write it down and add it to your worldbible so that you don’t contradict yourself in front of players later.