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First thought; the more you tell them, the more of a handle they will have
on what to expect, even if some of the things you tell them are actually red
herrings. And in addition, they won't necessarily remember the precise
details of whatever you tell them. This kind of material probably won't make
proper 'sense' to them until they have gotten into the game a bit, so you
can expect a few misunderstandings and misrememberings. To help players get
a handle on character creation, you might create a few sample NPCs - the
might well be reusable as mentors, rivals and the like so the effort
shouldn't be wasted.
These days I always try to start by tagging things with a 'handle' that uses
genre knowledge the players already have. For example, 'Start by thinking of
the Conan movies starring Arnold Schwarzenegger, but bear in mind that the
greatest heroes in this world have the wire-fu skills of Crouching Tiger
Hidden Dragon or Hero'. Something like that. 1-3 sentences that boil down
the essence of the world to the 2-3 books/films/animes/comics/historical
eras/earth cultures that it has most in common with. Then elaborate from
that basic framework. I do advise making sure one of the references is to a
film or even a TV series because that immediately introduces a rich - and,
importantly, /shared/ - visual 'vocabulary'. You could then start describing
a monster as 'like those gigantic war mammoths from Lord of the Rings, but
scaled back down to the size of a normal elephant' - things like that.
You say 'heroic fantasy' - so what's the intended tone? Lord of the Rings?
Xena? Arthurian? Fafhrd and the Gray Mouser? (I'm sure I spelled Fafhrd
wrong...) The tone in particular is a very useful hook to give the players.
As far as giving the characters common purpose, it's a very good idea to
require each character to have a connection with at least one other
player-character, and/or a suitable NPC of your choosing. Giving the
characters a pre-existing link saves them all having to meet in a tavern in
the time-honoured manner. By plumbing them into the world before the game
starts you speed things up in so many helpful ways, and give the players a
framework to put their back stories on.
There, obvious stuff, but a start.
--
Simon Smith
When emailing me, please use my preferred email address, which is on my web
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