Thursday, December 30, 2010

GM Tips: Setting Immersion

For our first-time GM girls, here's something that will be a big help with your campaign setting: the more detail you give your players, the better... up to a point. You don't want to bombard them with pages and pages of text about the world's history and what language all the races speak, but there are a few things you can give them that help them understand the world without much effort.

Maps. If you have the time to either find or draw up a map of your world, do so. It's invaluable to your players to have a sense of place and identity in the world and a map can help. When your characters travel to new places, they can calculate travel times, distance and have a good idea of how far they have to run to get out of that dragon's territory.

In addition to maps, a few other things can also help you along. Giving your players a calendar can help them understand the passage of time in the world. Giving them a timeline can help illustrate the history of the world without making them read all the notes that you painstakingly typed up. Those notes are great--for a GM, but a little omission can help the process. Try giving your players some basic information and they'll probably come back to you for more.

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