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In the past, I've almost always had at least one NPC that would travel with the characters as a type of "lore master" to expand on the story. I've tried to make the character witty and, once the characters have sufficient information, inevitably pulled from the party.

Is there another way I can inject plenty of lore about the "world"/campaign without it directly coming from the DM or my DMPC?

V2Blast
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Ray301
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7 Answers7

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"Show, don't tell" is always the most relevant advice. If the background is important at all, then it should surface in the real world via books, statues/ruins, cultures and common sayings, etc. You know, how we find stuff out about our world and real life. Instead of infodumping, have it come in from various directions - someone shooting the bull in a tavern, an old lady met on the road, an abandoned shrine with an inscription, a couple books in a murdered mage's satchel. Any schooled PC, you can give some of it to them as "Well, you know from back in the Academy that the Knights of Northrop always ride black horses because..." Look for relevant knowledge type skills on the PCs' character sheets as a channel for that. Since you're using somewhat archaic language I assume you mean in a medieval fantasy type game but of course in a modern or future game you have TV, Internet, and ninth grade history class to add to the mix.

I would be concerned with the "pet DMPC" approach because it seems like it would tend to discourage PCs from actually exploring and trying to find out information, out of the assumption that relevant info will be dumped on them. Make them piece it together, seek out sages or other people that might know something, etc. Converting a party into proactive mode always engages them more and gives opportunity for plot hooks/quests.

Also - if it's not relevant to the plot at hand, take a light hand with it. I know, as a DM I want to get across the Many and Varied Wonders of my Campaign World (tm) too, but DMs tend to want about 300% more of that than the players do. I sometimes prepare a world/campaign briefing sheet for my players ahead of time to convey lore they should all just know, and have learned the hard way that if it's more than a couple pages they're not going to read it.

mxyzplk
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  1. I have a wiki for my campaign. And most pages contain a section on, 'What is common knowledge'. Yes, you end up rewarding your PCs who do their homework, but by doing this, you will be amazed at the depth of knowledge some PCs get... as well as the amount of new data you will get answering their questions about these pages.

    I recommend doing this because this allows them to steep themselves in the knowledge you wish them to have on their own time, not game time. Make sure you include the laws of the area in this page, or somewhere. This one is important.

  2. During character creation, be very complete in the factions and family the PCs come from. Again, every possible faction should be clearly written about and the PCs should be able to read up on what the relationship their guild, church or faction has to the the area and the world.

    Part of understanding the world and setting you create is in making the PCs understand their place in your world. Make sure you have these factions clearly designed and prepared ahead of time. I know you are asking how to inject it, but giving the PCs a place to stand gives them a piece of the puzzle ahead of time.

  3. Have a broadsheet or the like available for daily reading, and make sure you do up some ahead of time. Let the players every day find out about the world through your work and words. This allows you to inject foreshadowing and important information you wish them to have.

V2Blast
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LordVreeg
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Use Microscope to collaboratively build your world's history with your players. Then, more people can make more subtle references to events without having huge and boring expository dumps.

Another interesting way is to have fixed-point time-travel (or flashbacks) and allow your players to engage as people of history.

Brian Ballsun-Stanton
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    Seconded, both suggestions. 1) I've never run a Microscope game that didn't end with us having created a campaign world that I wanted to GM in some other system for the next six months. And... – Tynam Apr 07 '11 at 09:52
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  • I'm currently having the players in my Werewolf campaign play their own ancestors, in flashback. Not only is it a nice change, but they've gradually realised that their current big-bad-enemy is a hereditary enemy. And I've been able to introduce it's backstory in bits, along with a lot about it's personality, strengths, and weaknesses - setting up other campaign backstory for later while I'm at it. I've also paid off magic items and plots from the current day, by showing them being created and used in the past... adding depth by showing, not telling.
  • – Tynam Apr 07 '11 at 09:53