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Just a while back, there has been a question concerning GMing a setting the players know better than the GM. Now, let me ask you sort of an inverse of that question. I.e. how to introduce and integrate the players into a setting they have no clue about?

Let me be more specific here: the setting is pretty much otherworldly. There are no humans, no elves, no dwarves, no orcs, etc. Furthermore, there are no common trees, herbs, animals, etc. And let's not forget, no gods, no middle-age-ish inspired theme, but an original history, specific to this unique world. To rephrase that, it's an alien world on an alien planet with its own alien ecosystems, inhabited by both animal-ish and sentient aliens. The sentient aliens have their own, unique histories and cultures.

The thing I've noticed while GMing or playing in the generic fantasy settings is that these standard settings have certain "hooks", or stereotypes, if you will. Everyone knows that elves are unpractical snobs, gods grant magic powers, humans are all greedy merchants living in corrupt kingdoms and orcs are filthy, malicious beasts. This set of stereotypes is a "standard" the players expect; it is also usually enough of a starting point for the players to orientate themselves in the setting.

I could go on and on about how I despise these stereotypes (since I've heard them soooo many times before, since they're naive and unrealistic, etc.), but that's not a very productive stance on its own. So I dislike the stereotypes and want to get rid of them by playing in a different, otherworldly setting. The idea seems fair enough, but a hypothetical problem with the players arises: the players would be stepping into the unknown and there would be no stereotypical "hooks" for them to hang on to. They'd get intimidated by the complexity of an unknown world ... and as a result, they wouldn't want to play in such a setting ... much.

There must be some successful, humane way of introducing the players to a setting they have no clue about. It's all about making that kind of translation a smooth and gentle.

I'm open to your suggestions .

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Could you spare a few of those many words for the actual problems you've run into? You allude to having practical experience with players' difficulties at the end—"Obviously, I'm doing it wrong"—but you don't help your question by providing the details of what went wrong. – SevenSidedDie Jul 23 '12 at 21:09
I did provide the details of what went wrong (as described in the next-to-last paragraph), it just may not be all that apparent from the text. The few complaining players weren't very talkative about their troubles (feedback value close to zero); the idea of "stereotype hooks" to grab on was deducted by me from listening to their bland complaints. Addendum: the attitude of players towards a certain setting has also a lot to with with their gaming preferences. Abstraction, innovation, difference ... some of them just want to go back to their D&D stereotypes (some complainers are these!) – Johnny Jul 23 '12 at 21:34
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It's not really clear from the way you wrote the question what are actual problems you experienced and what are just problems you anticipate. Could you edit the question to make clear the difference between hypothetical and actual problems? – SevenSidedDie Jul 24 '12 at 2:56
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@Johnny I'm sorry if you don't like this site's pedantic rules of operation, but your hate is misdirected at the messenger so I won't take it personally. :-) – SevenSidedDie Jul 25 '12 at 17:01
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8 Answers

up vote 12 down vote accepted

I like to work like this: I give the basic information to the players. One single page of 8.5 x 11 with all the info they certainly know. I tell them everything that is outstanding. How many moons, color of the sky, name of the main constellations if they are relevant. Any info about the basic religion, main genesis myth everything relevant for the first adventure and their basic character creation. This page is info that even a farmer knows.

Then I let them create their characters and ask me all the questions they want. I keep note of my answers in a form of a Q&A by email (or my own private website for my group).

This method works for both Homebrew settings and really odd settings.

I make sure the first adventures are introductory to the tone of the setting and the campaign so they know what's going on. I once started a campaign by a paladin executing a child in public for stealing food from the Temple. I wanted the players to understand that in my setting, the Gods don't interact with mortals directly.

Another good way is to give them a mentor who can answer questions in game.

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In my experience, even a single piece of paper may appear too scholarly and demanding for the lazy players. It is a suggestion I may need to think through. Weeeeeeeeeeel, perhaps the GM could prepare a paper with basic notes for themselves ... and then retell these notes to the players in his/her own words. Or use the mentor ... – Johnny Jul 23 '12 at 19:15
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Seems like your players may be a mismatch for a situation like this, where they'll have to learn a lot in order to enjoy the setting. Ruthless GM that I am, I'd say they should be prepared to meet you halfway. If they can't be bothered to read even a page, will they expect everything to be spoon fed to them on demand? – Erik Schmidt Jul 23 '12 at 23:49
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My take on this is they will know as much as they are interested to know. If a player plays a smart character and doesn't give a damn about the setting, then wrong character concept bro – MrJinPengyou Jul 24 '12 at 0:02
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...or, to expand @MrJinPengyou's last comment, wrong setting, bro. If your players can't be bothered to keep and memorize etc a few notes about a totally unknown universe, the whole effort of making up such a nonstandard world seems rather futile. – OpaCitiZen Jul 24 '12 at 8:27
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If your players are the sort to read this, try making a different version with different/missing info for each player to represent what that one character specifically has heard or knows. That way the characters can explain things to each other if it comes up and get a closer bond. – Daenyth Jul 24 '12 at 12:46

There is no smooth, gentle way to introduce players to a truly alien setting. You have three choices as a GM who wants to successfully run an alien setting:

  1. make the players aliens to the setting, and let them explore it. (gentle means of introduction)
  2. make them study up prior to play. (smooth play, but heavy handed)
  3. Play with people who already know the setting (beyond the scope of the question)

Anything else is going to be failing to be smooth or gentle, perhaps both.

Making them study can be shorthand, or it can be "here, read this book"... but getting players willing to do so can be a problem. Even some who are willing won't retain enough to make it happen.

There are some nifty games that try this - Skyrealms of Jorune, Mechanical Dream, and to a lesser extent, Rhand, FFG's 40K RPGs, and Chronicles of Talislanta.

Their very alienness makes Jorune and Mechanical Dream both hell to find players willing to do the homework and hard to run and play in. Neither is particularly amenable to extraplanetary aliens, either. Rhand, Dark Heresy, and Talislanta all have human cultures that can be latched onto, and the minimal alienness explained briefly. Better still, Dark Heresy has some cultures that are close enough to modern that PC's can be just mildly ignorant members of allowing for easy start. The more alien the setting, the harder it is on the players.

The easiest study option is to severely limit the PC knowledge base needed - usually by picking a single area and culture, and prepping the players for just that area. Then, as they explore and become familiar with that, and start to expand their play area, expand the cultural knowledge. This is, however, very slow, and for those wanting epic stories, not good.

I'll note further - even something as non-alien as Pendragon can be a major learning curve for players.

A non-smooth, but highly effective, means exists for only mildly alien settings: Implementing a system of belief structures with mechanics that provides a saving throw against bad (setting-wise) decisions. Sooner or later, players start to learn the setting-appropriate responses. Some will quit in frustration at the loss of agency in such games. The best example of this is Pendragon, tho' both Ars Magica and Fading Suns have similar mechanics.

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It really depends on what your goal with this is, I think.

As I understand it, the joy in playing a tabletop game is twofold. First, you get to be "anything you want to be". If you've always dreamed about being a Necromancer or a Super-Saiyan, you can explore that and pretend for a while that you are. But secondly, and perhaps even more importantly, it is to explore universal human themes and be a part of a story that does so. I think the first question you need to ask yourself is, in what way is this completely alien world going to be fun for my players? After all, if we have any job as GMs, it's to ensure that our players are having a good time.

If they really want something so completely different that it doesn't even connect to their psychology, perhaps you can try doing a prologue for each of the characters which essentially glosses over their character's "childhood" (or whatever the equivalent of that would be for this particular organism). This would allow the player to learn about "the world" at the same time the character is -- thus, the learning process would actually occur in-game, and the character would start out just as ignorant as the player.

Think of the intro to Fallout 3 as an example, where you start as a baby and get led through a key series of events in order to familiarize yourself with the setting as well as your own character.

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To clear up some confusion, I, too, calculate with plots based on human drama. Story-wise, there's still greed, betrayal, pain, loyalty, etc. present in the game (reflecting the psyche of the main actors the same way as in, say, Shakespearean plays ... even though my in-game actors are aliens). There has to be a strong similarity in mental processing of the in-setting aliens and real world humans (otherwise, all the miss-communication would be guaranteed to be emerging on a very basic level). This note aside, I do appreciate the idea of starting up in kids years, exploring the surroundings. – Johnny Jul 23 '12 at 19:06
+1 for pointing out that players need to have some understanding of the setting in order to be able to enjoy the game. Oh, and for the childhood suggestion thing. – GMJoe Jul 24 '12 at 5:28

Always wanted to do this and never done it - mainly because it's a huge amount of work, and my GMing days are pretty much over. Random bits of advice:

  • Make sure the players are OK with this approach. It might end up being more talky than a typical adventure. You'' probably end up doing a lot of explaining.
  • Start the characters young, so they haven't learned much, and somewhere simple.
  • Give them someone who can answer questions. e.g. make their first mission to escort some wizened old guy to the Bard's Festival equivalent (or, since you hate stereotypes, a golden-haired muscular guy who happens to have really poor fighting skills but lots of knowledge)
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Right you are! Starting off easy and then gradually moving towards the more complex storylines is a good way to go. A note about stereotypes: _not all stereotypes are plain bad. There's nothing wrong with an old and frail wise guy (it makes sense!) Personally, I just hate the stupid ones - for example those pompous, lazy, over-intellectualized elves (who would build their dwellings, grow their food and tend to other kinds of dirty work? - it clearly doesn't add up here). – Johnny Jul 23 '12 at 19:22
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@Johnny So it's not stereotypes you object to so much as stereotypes that make no sense? You might want to consider running a campaign in which it is clear that while stereotypes may have some basis, they're by no means accurate in all cases. Just like in real life. – GMJoe Jul 24 '12 at 5:07

Have the players create the setting with you. Microscope can help with this. Once the setting is established you can play in it.

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"Have the players create the setting with you". Nope, please no (a scary idea appears in my mind). Already spent some five years trying to get this one setting right, in details. Another setting - another five years - would be too much to handle. – Johnny Jul 23 '12 at 21:16
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+1 A DM who hasn't created the setting yet would find this a pretty useful approach. I'd use it. – Jonathan Hobbs Jul 23 '12 at 23:37
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@Johnny Why would it take five years to create a new one? I created my own small campaign setting in less than two weeks' worth of actual work. If I were to create it again and make it completely alien, it might take a month or two. With my friends, perhaps half that time. It only takes five years if you choose to spend five years on it, or go into such detail that five years is necessary. – Jonathan Hobbs Jul 23 '12 at 23:44
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+1 for microscope, it's a fantastic world creation tool and players always surprise you – Rob Jul 24 '12 at 7:41

There are a bunch of good answers here. Two more things I've seen done (addressing the general question, though I suspect neither one would work with your particular situation):

  1. A friend played a game in college in which all the players started out by reading a novel that the GM had written set in the game world. That required heavy commitment from the players (and the GM), so it's not appropriate for players who can't cope with even reading a page of notes; but it was very effective, in that it meant all the characters knew a lot about the world going into it.

  2. Kind of at the other end of the spectrum, a friend of mine used to use famous real-world names for major NPCs that filled certain roles. For example, if there's a character named King Hitler, then the players will have some idea of what role that character fills in the game world. This isn't so great for immersion in the game world (so it's not a technique I would use myself), but it's a very handy shortcut for quick information-conveying.

I guess I would add one other thing: if the players and the GM have different ideas about what they're there for, it may be tough to have a cohesive game. If your goal is to present them with a world that doesn't rely on any standard genre conventions, and their goal is to kick back and relax with a comfortable and familiar setting, then it may not be possible to bridge that gap and keep everyone happy. Even the techniques that others have suggested may only make things a little less painful, rather than actually enjoyable. So before you go too much further in this direction, consider whether your players and your game world are a good match for each other.

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+1 for the last paragraph. – Erik Schmidt Jul 23 '12 at 23:51

You had really good answers and I agree with them all - it's difficult to add anything meaningful to them.

First of all, like every venture in life, you need to know (roughly) what your objectives are for setting this stage and you also need to know (or have a very educated guess) that the players are on board with you.

In general, whatever the scenario, I like starting the characters as young and inexperienced, possibly plain ignorant, and then let them learn from the story (maybe with the help of masters or mentors) rather than from written information, Q&A or similar kind of communication, that risks to quickly become a ready made book, rather than an invitation to explore the surprising world by trial and failure.

I also like to start from some situation that can be close to their experience and move from there to the weirdest possible immagination step by step, untill they outwit you. In this particular setting I'd consider, as first characters, to provide the players with young humans abducted by aliens, so that you can describe them the new "world" as it would look on their eyes if they were there, and then you can allow them to chose plain aliens when they'll start a second (third, fourth, etc.) character in your campaign setting (I always encouraged the players to have a number of characters for plenty of good reasons, and this is just one of them). This could be a more "gentle" welcome to your alien world.

Be prepared to "help" your players a lot in the beginning (i.e. prepare yourself really well and make your best effort to keep the game entertaining without dropping too much detailed information on them...), until your world starts to come together and enthuse them, because the first sessions will be difficult for your players to understand and enjoy properly if you don't put your best effort then.

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Another approach would be to have the characters be in the same boat as the players. They could be strangers or aliens to the campaign setting. Conceivably they could just have no memories for some reason.

This has significant consequences for the campaign so it often won't make sense, but it does make it much easier for the players to role play their characters.

Also, since you really don't like generic fantasy stereotypes, it might be fun to play with those once or twice. The characters see what appear to be classic fantasy high elves frolicking in a glade and talking to each other in a language with lots of "L"s in it, but when the greet them the "L'vs" curl up into spheres with teeth and begin rolling towards them, hunting as a pack. (You can probably come up with something a lot better).

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