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Add brief lore based descriptions to many objects, not just books.

Lots of hand crafted objects should have references to the lore of the world. Subtle examples include: Symbols of deities, makers marks of a famous smiths, allusions to heroes or kindskings of the realm, etc.

Keep it simple

Providing brief summaries makes information tractable and trackable. Multipage volumes make distilling information difficult.

Let the players figure it out.

Simply state a succinct summary of the relevant lore, legend, or description. Add as much or little detail as desired, but don't call out specifically, "you learn X." The players reading it will either learn and recall the information or not.

Example Summaries

An entire book about the adventures of Robin Hood could be summarized as, "a story of the famous rogue that robbed from the rich and gave to the poor. The exploits detail heroic skill with a bow and arrow." For a first introduction, that's sufficient and succinct.

Subsequently, a bowyer hawking their wares could then make a passing reference, "this is the same kind of bow Robin O'Hood used to draw!"

Finding slightly conflicting subsequent lore can add interest. For example, a depiction of the hero on a tapestry, "the image of Robin Hood single handedly fighting 5 men at arms with a longsword and dagger. Conspicuously, he doesn't have bow on him, and the inscription is 'Robin Hood Master of the Blade.'"

Make loot interesting

Finding artwork and valuable tools or weapons can be made distinct be referencing lore. E.g. "The weapons rack has a few spears and a half dozen short swords. The fighter recognizes their quality, and the rogue notes that one of the swords has the mark of [some previously encountered blacksmith] engraved in the pommel." These can provide lore and story hooks.

Add brief lore based descriptions to many objects, not just books.

Lots of hand crafted objects should have references to the lore of the world. Subtle examples include: Symbols of deities, makers marks of a famous smiths, allusions to heroes or kinds of the realm, etc.

Keep it simple

Providing brief summaries makes information tractable and trackable. Multipage volumes make distilling information difficult.

Let the players figure it out.

Simply state a succinct summary of the relevant lore, legend, or description. Add as much or little detail as desired, but don't call out specifically, "you learn X." The players reading it will either learn and recall the information or not.

Example Summaries

An entire book about the adventures of Robin Hood could be summarized as, "a story of the famous rogue that robbed from the rich and gave to the poor. The exploits detail heroic skill with a bow and arrow." For a first introduction, that's sufficient and succinct.

Subsequently, a bowyer hawking their wares could then make a passing reference, "this is the same kind of bow Robin O'Hood used to draw!"

Finding slightly conflicting subsequent lore can add interest. For example, a depiction of the hero on a tapestry, "the image of Robin Hood single handedly fighting 5 men at arms with a longsword and dagger. Conspicuously, he doesn't have bow on him, and the inscription is 'Robin Hood Master of the Blade.'"

Make loot interesting

Finding artwork and valuable tools or weapons can be made distinct be referencing lore. E.g. "The weapons rack has a few spears and a half dozen short swords. The fighter recognizes their quality, and the rogue notes that one of the swords has the mark of [some previously encountered blacksmith] engraved in the pommel." These can provide lore and story hooks.

Add brief lore based descriptions to many objects, not just books.

Lots of hand crafted objects should have references to the lore of the world. Subtle examples include: Symbols of deities, makers marks of a famous smiths, allusions to heroes or kings of the realm, etc.

Keep it simple

Providing brief summaries makes information tractable and trackable. Multipage volumes make distilling information difficult.

Let the players figure it out.

Simply state a succinct summary of the relevant lore, legend, or description. Add as much or little detail as desired, but don't call out specifically, "you learn X." The players reading it will either learn and recall the information or not.

Example Summaries

An entire book about the adventures of Robin Hood could be summarized as, "a story of the famous rogue that robbed from the rich and gave to the poor. The exploits detail heroic skill with a bow and arrow." For a first introduction, that's sufficient and succinct.

Subsequently, a bowyer hawking their wares could then make a passing reference, "this is the same kind of bow Robin O'Hood used to draw!"

Finding slightly conflicting subsequent lore can add interest. For example, a depiction of the hero on a tapestry, "the image of Robin Hood single handedly fighting 5 men at arms with a longsword and dagger. Conspicuously, he doesn't have bow on him, and the inscription is 'Robin Hood Master of the Blade.'"

Make loot interesting

Finding artwork and valuable tools or weapons can be made distinct be referencing lore. E.g. "The weapons rack has a few spears and a half dozen short swords. The fighter recognizes their quality, and the rogue notes that one of the swords has the mark of [some previously encountered blacksmith] engraved in the pommel." These can provide lore and story hooks.

added 394 characters in body
Source Link
GcL
  • 34.5k
  • 4
  • 110
  • 175

Add brief lore based descriptions to many objects, not just books.

Lots of hand crafted objects should have references to the lore of the world. Subtle examples include: Symbols of deities, makers marks of a famous smiths, allusions to heroes or kinds of the realm, etc.

Keep it simple

Providing brief summaries makes information tractable and trackable. Multipage volumes make distilling information difficult.

Let the players figure it out.

Simply state a succinct summary of the relevant lore, legend, or description. Add as much or little detail as desired, but don't call out specifically, "you learn X." The players reading it will either learn and recall the information or not.

Example Summaries

An entire book about the adventures of Robin Hood could be summarized as, "a story of the famous rogue that robbed from the rich and gave to the poor. The exploits detail heroic skill with a bow and arrow." For a first introduction, that's sufficient and succinct.

Subsequently, a bowyer hawking their wares could then make a passing reference, "this is the same kind of bow Robin O'Hood used to draw!"

Finding slightly conflicting subsequent lore can add interest. For example, a depiction of the hero on a tapestry, "the image of Robin Hood single handedly fighting 5 men at arms with a longsword and dagger. Conspicuously, he doesn't have bow on him, and the inscription is 'Robin Hood Master of the Blade.'"

Make loot interesting

Finding artwork and valuable tools or weapons can be made distinct be referencing lore. E.g. "The weapons rack has a few spears and a half dozen short swords. The fighter recognizes their quality, and the rogue notes that one of the swords has the mark of [some previously encountered blacksmith] engraved in the pommel." These can provide lore and story hooks.

Add brief lore based descriptions to many objects, not just books.

Lots of hand crafted objects should have references to the lore of the world. Subtle examples include: Symbols of deities, makers marks of a famous smiths, allusions to heroes or kinds of the realm, etc.

Keep it simple

Providing brief summaries makes information tractable and trackable. Multipage volumes make distilling information difficult.

Let the players figure it out.

Simply state a succinct summary of the relevant lore, legend, or description. Add as much or little detail as desired, but don't call out specifically, "you learn X." The players reading it will either learn and recall the information or not.

Example Summaries

An entire book about the adventures of Robin Hood could be summarized as, "a story of the famous rogue that robbed from the rich and gave to the poor. The exploits detail heroic skill with a bow and arrow." For a first introduction, that's sufficient and succinct.

Subsequently, a bowyer hawking their wares could then make a passing reference, "this is the same kind of bow Robin O'Hood used to draw!"

Finding slightly conflicting subsequent lore can add interest. For example, a depiction of the hero on a tapestry, "the image of Robin Hood single handedly fighting 5 men at arms with a longsword and dagger. Conspicuously, he doesn't have bow on him, and the inscription is 'Robin Hood Master of the Blade.'"

Add brief lore based descriptions to many objects, not just books.

Lots of hand crafted objects should have references to the lore of the world. Subtle examples include: Symbols of deities, makers marks of a famous smiths, allusions to heroes or kinds of the realm, etc.

Keep it simple

Providing brief summaries makes information tractable and trackable. Multipage volumes make distilling information difficult.

Let the players figure it out.

Simply state a succinct summary of the relevant lore, legend, or description. Add as much or little detail as desired, but don't call out specifically, "you learn X." The players reading it will either learn and recall the information or not.

Example Summaries

An entire book about the adventures of Robin Hood could be summarized as, "a story of the famous rogue that robbed from the rich and gave to the poor. The exploits detail heroic skill with a bow and arrow." For a first introduction, that's sufficient and succinct.

Subsequently, a bowyer hawking their wares could then make a passing reference, "this is the same kind of bow Robin O'Hood used to draw!"

Finding slightly conflicting subsequent lore can add interest. For example, a depiction of the hero on a tapestry, "the image of Robin Hood single handedly fighting 5 men at arms with a longsword and dagger. Conspicuously, he doesn't have bow on him, and the inscription is 'Robin Hood Master of the Blade.'"

Make loot interesting

Finding artwork and valuable tools or weapons can be made distinct be referencing lore. E.g. "The weapons rack has a few spears and a half dozen short swords. The fighter recognizes their quality, and the rogue notes that one of the swords has the mark of [some previously encountered blacksmith] engraved in the pommel." These can provide lore and story hooks.

Source Link
GcL
  • 34.5k
  • 4
  • 110
  • 175

Add brief lore based descriptions to many objects, not just books.

Lots of hand crafted objects should have references to the lore of the world. Subtle examples include: Symbols of deities, makers marks of a famous smiths, allusions to heroes or kinds of the realm, etc.

Keep it simple

Providing brief summaries makes information tractable and trackable. Multipage volumes make distilling information difficult.

Let the players figure it out.

Simply state a succinct summary of the relevant lore, legend, or description. Add as much or little detail as desired, but don't call out specifically, "you learn X." The players reading it will either learn and recall the information or not.

Example Summaries

An entire book about the adventures of Robin Hood could be summarized as, "a story of the famous rogue that robbed from the rich and gave to the poor. The exploits detail heroic skill with a bow and arrow." For a first introduction, that's sufficient and succinct.

Subsequently, a bowyer hawking their wares could then make a passing reference, "this is the same kind of bow Robin O'Hood used to draw!"

Finding slightly conflicting subsequent lore can add interest. For example, a depiction of the hero on a tapestry, "the image of Robin Hood single handedly fighting 5 men at arms with a longsword and dagger. Conspicuously, he doesn't have bow on him, and the inscription is 'Robin Hood Master of the Blade.'"