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submitted 1 year ago* (last edited 1 year ago) by catonwheels@ttrpg.network to c/dnd@lemmy.world

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)

Yeah that information overload is what I trying to avoid but still not making them feel you are a blue elf that was adopted or something.

[-] bionicjoey@lemmy.ca 4 points 1 year ago* (last edited 1 year ago)

I'd make sure you have the "elevator pitch" for your world down to a few sentences, but then be able to expand on certain topics if players show an interest there.

Like my elevator pitch is simply, "It's like 1800s North America but with many of the fantasy elements you expect from a D&D setting. There's a continent called Novum that was discovered within the last 500 years, and because of its recent settlement, it is much more of a cultural melting pot than other parts of the world."

[-] catonwheels@ttrpg.network 1 points 1 year ago

Oh no mine is like 12 now. Right more goes on the ever growing checklist

[-] bionicjoey@lemmy.ca 2 points 1 year ago

You can always elaborate when your players ask questions. But don't just overload them up front with stuff they don't care about yet.

this post was submitted on 26 Dec 2023
47 points (100.0% liked)

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