Tuesday, November 3, 2015

Lore and the Joy of Backstory

Lore can make players feel like they are playing an important part in a much larger story
For a lot of players, simply existing in a world of fantasy adventure is enough to provide a satisfying adventure at the game table. But for the more exploratory among us, for those who like to really get involved in the fiction, lore is the key to getting a bigger picture. I am using the term lore in this case to refer to the background details that provide context for everything within your game's particular fiction. Like the history of a nation or the scientific principle behind a certain technology. Every game needs at least some of these elements if you want the players to follow along and interact with the story. 

Do you have to prepare this kind of information in minute detail? Certainly not! But the inclusion of additional aspects like these will provide a sense of scale and immersion that will hook your players in and keep them engaged. 

The lore of your adventure and setting is often the most fun part of preparing a game session. In fact, it is often a little too enjoyable, as some GMs must beware spending too much time designing histories and geographic details at the expense of designing encounters and plot hooks for their players.

Moderation is better. Make sure you have at least a little bit of window dressing for each major part of your campaign. Don't prepare reams of history unless it will be relevant and interesting to your particular play group.  Remember that the game is playground is for your players to explore, not for you to show off your own writing skills.  

Encouraging your players to ask questions is important to the process of sharing these details. You don't want to foist a bunch of gratuitous details on your players if they don't want to hear it, and it can kill the pacing of a game to dive into long winded monologues about Elvish military tradition or the properties of magnetic ore. Instead, you want to drop in some leading hints that there is more than meets the eye about an element of the setting, and let your players ask directly for more details. Saying things like "There is something strange about the way this stone glows in moonlight," or "The elf holds his staff of command as if he is an archon of the Second Order," would be good ways to intrigue your players into finding out more details (Either by talking to NPCs or consulting their own character's innate knowledge of a subject.)

The kind of questions you want to wait for are anything related to putting a situation into context, such as:

Who made this thing?
Why is this event happening?
Has my character seen or heard of something like this before?


This is your cue to share more detail and make your players a part of the world you are creating together. Remember to provide this information a little bit at a time, don't drop it all on the players in a single big 'info-dump.' For instance, you might provide a little detail about an ancient war when your players discover the ruins of a lost fortress, and then talk about a particularly significant battle when they find a carving of it in the interior of the fort.

Having a lot of details prepared isn't mandatory, but it can really pay off

It goes without saying that you don't want to hide these prepared details behind intelligence-based dice rolls that could be failed. Save your dice checks for when the players need an additional detail that would give them an advantage in some situation. There is nothing worse than playing through a campaign without any idea of what's actually happening or missing out on all the interesting parts of the setting, so keep your players informed with the basic lore of your game world whenever they ask for it. 


Another important thing to remember is that sometimes you won't have enough lore prepared to answer a question the players might have about something in the game.  But keep in mind that there is always an answer. Even if you don't know right away, there is always an answer. This is what makes tabletop gaming so great, because you can create an environment filled with background details that develop organically and are as infinite as imagination. You might not have an answer for your player right away when they ask about the availability of dilithium in the delta quadrant, but you can bide your time and devise an appropriate answer for them shortly. Don't be afraid to improvise additional lore and facts about the game world. Look to your players for ideas as well, let them provide some of the details of the setting themselves. Don't be afraid of adding new ideas on the fly, that's what the game is all about!

Real world elements don't need historical accuracy to be fun
Some of my favorite kinds of lore to include in a game are real-world science, history, and geography. In settings that take place in worlds much like our own, the inclusion of true to life subjects and events can be very fun to explore in a fictional context. It's also a lot of fun to research. I'm not talking about detailed study or absolute factual accuracy. It is just entertainment after all, and artistic liberties can always be taken. But the inclusion of background details like these can add an extra layer of fun and learning to your campaign. If your game takes place in ancient Egpyt, for instance, do a bit of reading about the culture and history of that era. Find out what the local industries and cuisine were like and work it into the background of the game. It's a great way to make your players feel like they are actually transported to a different time and place, and to keep them focused and engaged.

Happy ventures!

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