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When a GM runs a game in a homebrewed fantasy world, what information

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When a GM runs a game in a homebrewed fantasy world, what information should the setting primer cover? How many pages are too many pages before you would start to glaze over it all?

I know a lot of worldbuilders like to make wikis for keeping track of lore and histories. Is that excessive? Does anyone actually read those?
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>>51716446
>When a GM runs a game in a homebrewed fantasy world, what information should the setting primer cover?

You need to get the premise across in no more than two paragraphs. In one paragraph is even better.

>How many pages are too many pages before you would start to glaze over it all?

Honestly depends on how interesting the material is. Generic sword and sorcery shit with elves and dwarves? Dropped by page 3 at the latest.

>I know a lot of worldbuilders like to make wikis for keeping track of lore and histories. Is that excessive? Does anyone actually read those?

In utilitarian terms, you could get by with a lot less. However people like to make these for fun, and some players will enjoy reading them. They can be useful if your players do something unexpected, and as a common pool of reference that everyone, GM and players, can all use.
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Bump for interest. I'm developing a huge world and I don't want to choke my players (many of whom faithfully enjoyed my last world over the past ~10 years).
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>>51716446
If you expect your players to read more than one page for the things that are relevant for their preconceived character concept MAX you're going to have a bad time.

Your players aren't going to try to learn anything about a setting until it affects their characters in-game in clear, meaningful ways.
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>>51716503
What's the difference between "generic sword and sorcery shit" and something interesting?
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>>51716989

If you have to ask, I can't tell you. Give it 10 years and you might start to get it.
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Nobody cares about your setting, at the end of the day. Nobody will ever invest themselves in lore that doesn't directly pertain to their character.
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>>51716989
Don't listen to this guy, there is no "generic sword and sorcery shit", just play the style of game you and your friends enjoy the most.

>>51717109
All my players care and like to read everything I write about my setting, so you're wrong.
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>>51717160
>All my players care and like to read everything I write about my setting
Is that what they tell you?
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>>51716989
Nothing. Generic sword and sorcery shit IS interesting. What sucks are settings that try too hard to be special and end up being a mix of confusing tropes or exotic bullshit that no one actually awnts to play.
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>>51717170
Yes, they give me feedback about the stuff that I write and they like to discuss about the lore of my setting and my inspirations and ideas when we go out to drink a beer or something.
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>>51716446
In the first two pages I need the jist, when the game is taking place, why that is important, two or three key players (kings usually) and the mood of the setting. In addition a bulleted list of theme, tone, inspiration, and the like can also really help.
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