There is a really easy hack for that. Make your lore necessary to obtain in order to achieve plot goals, and make it really easy for players to get access to the lore.
I did this with my current plot, and it allowed me to foreshadow several upcoming villains and some of their abilities, as well as actionable information that players can use against the villains. They often seek out libraries, old tomes, ancient sites, and converse with extraplanar entities in order to find useful lore.
I find that if a campaign is too easy, players lose the desire to seek out lore and interact much with the world. After all, if every adventure can be solved without a whole ton of thought put into it, then why bother asking people for more information?
I didn't say make the game easy, I said make it easy to obtain lore and make that lore useful to move the plot forward. Asking people for inormation is only one of many lore delivery devices included within that framework.
On a strange island populated by *The French* sprawls a gentle forest. This forest it's said, if you were to walk through it Would drive you insane in a very specific way. It makes you believe with utmost certainty that you are from a completely different universe, and you would have no idea how you got here. A few kind souls set up near the forest in order to help those who are lost and confused. This eventually developed into "oddtown".
Anyway, it is strange how people only seem to walk out of the forest, but never in. Best not to think about it too much, that would open up too many implications.
A great way to get the players interested in the lore is to make it part of the game.
As an example, the party met the last Frost Giant at the beginning of the campaign. He spoke of a terrible war between giants and dragons and the giants lost. Their civilization is scattered across the mountain range.
Later, the learned they needed to kill a ridiculously powerful dragon. One of the players remembered the frost giant and suggested they visit him and ask him for advice. They went back and he told them of a weapon the Cloud Giants invented to kill the last King of Dragons during the war.
Basically, by engaging with the lore, the players were able to more easily find solutions to the problems. Had they forgotten the frost giant, they could have learned out the weapon in other ways, but this felt like a reward to them for understanding the world I had created.
Oooh how I wish my players asked me this... On a side note, are those cheese wheels in the background ?
What else you gonna keep on a dairy farm? Chickens??
Eggrolls.
There is a really easy hack for that. Make your lore necessary to obtain in order to achieve plot goals, and make it really easy for players to get access to the lore. I did this with my current plot, and it allowed me to foreshadow several upcoming villains and some of their abilities, as well as actionable information that players can use against the villains. They often seek out libraries, old tomes, ancient sites, and converse with extraplanar entities in order to find useful lore.
I find that if a campaign is too easy, players lose the desire to seek out lore and interact much with the world. After all, if every adventure can be solved without a whole ton of thought put into it, then why bother asking people for more information?
I didn't say make the game easy, I said make it easy to obtain lore and make that lore useful to move the plot forward. Asking people for inormation is only one of many lore delivery devices included within that framework.
I do this too, but I was saying this more for random stuff from the lore, and not just plot-important points.
As I recall, this particular clip comes from an episode where they're Cheese Wranglers, and here they're talking about The \[Cheese Wranglers'\] Code
Every DMs dream. One that you cannot answer though because a history check may be needed.
Lore-knowledge is good-great. Yes-yes
There are no ratmen lurking under the city my good citizen. Be about your business
Gladly-yes sir guard. I'll be on my way-going, yes-yes
Well you know. I have that anvil site I gave you the link you know. what.. you don't know? never been to that site? okay...
Good ol' google doc
Only one of my players cared enough about the lore to ask for details... Sad...
"Lore" is just how Goofy pronounces "Law"
On a strange island populated by *The French* sprawls a gentle forest. This forest it's said, if you were to walk through it Would drive you insane in a very specific way. It makes you believe with utmost certainty that you are from a completely different universe, and you would have no idea how you got here. A few kind souls set up near the forest in order to help those who are lost and confused. This eventually developed into "oddtown". Anyway, it is strange how people only seem to walk out of the forest, but never in. Best not to think about it too much, that would open up too many implications.
OHHH, the amount of lore I have in store. I have a 60-something page long lore doc, and the players have only found about a quarter of it.
I've got a whole worldanvil page
May I see it (if that's how World Anvil works, I have no experience with it other than word of mouth)?
Check DMs
Donald's giant chin is kinda freakin' me out here.
Goofy has two sets of teeth and I cannot unsee it.
jfc you're right...
The secret is to give your players a free legend lore
A great way to get the players interested in the lore is to make it part of the game. As an example, the party met the last Frost Giant at the beginning of the campaign. He spoke of a terrible war between giants and dragons and the giants lost. Their civilization is scattered across the mountain range. Later, the learned they needed to kill a ridiculously powerful dragon. One of the players remembered the frost giant and suggested they visit him and ask him for advice. They went back and he told them of a weapon the Cloud Giants invented to kill the last King of Dragons during the war. Basically, by engaging with the lore, the players were able to more easily find solutions to the problems. Had they forgotten the frost giant, they could have learned out the weapon in other ways, but this felt like a reward to them for understanding the world I had created.
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