The Warden comments on Deploying Lore
There are typically two approaches I like to use when it comes to providing setting lore.
Do.
Don’t.
But when I do…
I try two approaches. The first is to frame the first (or only) adventure as a pilot episode. What are the key elements that need to come across in the story if this were picked up as a series slash became a regular campaign. As I’m reading through my old Earthdawn books, I’ve started taking mental notes on those key elements that can be explained or at least introduced into that first adventure. Right now, they include…
The continent of Barsaive as the home setting, a land home to both the dwarves of Throal and the dastardly Theran Empire that’s used to rule over the people with an iron fist.
The Horrors, evil creatures from the Astral Plane that invaded the world in an apocalyptic invasion of Cthulian monstrosities. This event was known as the Scourge.
To survive the Scourge, people hid in magical underground bunkers known as kaers for hundreds of years until the Horrors returned to the Astral Plane.
During the Scourge, the Theran Empire was cut off from their holds in Barsaive and the dwarves exploited this to plant the seeds of rebellion against the land’s oppressors.
Everything else is on a need-to-know-as-they-come-up basis. You don’t need to know much about windlings, t’skrang, trolls, or blood elves until someone wants to play one or the party meets one. So my first adventure needs to revolve around these four elements. Right now, I’m toying with a party of heroes hired to help find a still-sealed kaer before the Therans do, only to find out a Horror breached it years ago and now seeks fresh blood. Hero blood. Yummy.
The second approach involves what I call “introductions” and it’s something I developed for High Plains Samurai. Aside from the key setting elements essential to making this setting stand out from others, nothing is written in stone until it is introduced into the story. By that, I mean somebody said something at the table to address, define, or otherwise introduce it into the table’s lore. It’s an open-ended approach that can also default to the GM’s favour if their table only allows the GM to represent the setting. For mine, I like to let everyone contribute. So long as what’s introduced doesn’t contradict something from before, it’s now part of the lore. What results are some of those finer bits of setting you normally only find in novels based on those settings because they view the world through a group of characters’ eyes, not as an encyclopedia of general facts. One table’s Faerun need not be the same as another’s when you get up close and personal with it.
It’s a concept in campaign settings I like to call the Multiverse Application. Each table is an alternate universe based on shared threads provided in the books of that setting. From there, each table branches off in their own direction to create a multiverse of that one setting.
Think about it. Somewhere out there, someone’s killed Strahd. Someone’s brought water to Athas. Someone made Spelljammer fun. Each one is a version of the setting where troll horns are hollow, elves don’t like to be naked, dwarves can’t stop being naked, and dragons rule over the Elemental Planes in a bid to make big profits from mining on the Plane of Earth. Each one provides its own lore created at the table that will never be replicated elsewhere. It’s mathematically impossible just factoring in the dice rolls alone. So let’s all just say fuck it and send Thanoss to the Demiplane of Dread!
(It’s possible I got off topic here…)