Fluency: maybe you never thought about it either

Someone left this comment on my last post about a core rule book for a modern version of 4e:

In D&D, you could wind up running into something your character is supposed to know but you don’t, or worse, the other way around, and it would slow down the game or butcher the roleplaying process. (Vecna? Who’s Vecna?)

Fluency in setting meant that D20 Modern was an immediately recognizable game, letting you focus less on the setting and more on the characters and gameplay.

And I’ve got to hand it to the guy who wrote it. He’s absolutely right. I had never given the subject a lot of thought, but fluency is a very big part of what makes a game enjoyable.

Without fluency in the setting, players have a hard time relating to their characters. Their investment in what is going on is limited to what they know and understand. At that point, the game is just a game. The characters become pieces on a game board. Their values and goals are limited to acquiring new magic items, levels, and not dying at the hands of their enemies. Their backgrounds are nothing more than an opportunity to twink out some stats, the NPCs exist just to point them at the bad guy, and the only time anyone gets in character is to spout cheesy one-liners inappropriate for their mental stats.

Without fluency, you lose the “role” portion of the role-playing game. It’s hard to play a character from another fantasy world if you have no clue what that world is like or how your character would act, but how do you establish fluency in your game?

What’s the best way to make your players fluent in your setting if they’ve never played it before? Can the DM just fill in the gaps as you go? Should the DM give recommendations on how the players should react? Are the players expected to do a bit of homework on their characters before choosing a background?

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About the Author

I started Dungeon Mastering with secondhand AD&D materials in 1996 and have run a vast number of D20 campaigns, from cliche' medieval adventures in a kingdom made of Lego bricks to fighting zombies and the mob in the mid 1930s. I try to make the gaming experience as enjoyable, fast-paced, and easy to play as humanly possible.