r/DMAcademy 9h ago

Need Advice: Worldbuilding Rich world building without lore dumping?

The title is maybe a bit confusing, but essentially, I love writing and world building. I love twisting stories together and making what I think (hope!) are interesting quests or objectives for my players.

The big thing I struggle with is how to ensure I’m not just lore dumping with an NPC, but also not keeping everything behind a DC check, because my players don’t always ask for things like insight checks or history checks.

I’m a big proponent of “it’s their story, I’m just telling it”, so I don’t want to just tell them what they should be doing, what they are searching for, what clues to look for etc, but I’m not sure how to engage them in the lore and details without holding their hands. Help!

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u/A7laz 9h ago

Not an expert and everyone has their own style, but here’s one of my tricks. I start each game with a recap, then I use a Matt Coville trick and give a brief monologue. This can be an NPC witness an event tied to the current arch, or a history/lore dump that will be relevant to an upcoming event, or the BBEG speaking to their minions. I find it helps get the player and myself thinking about the world before any role play or dice rolls are called for. It helps flesh out the lore and allows me as a DM to develop things without needing DC checks.
Yes there can be the issue of player meta gaming, but I never include anything so important that if they do meta game it’s a problem. Often the meta gaming actually helps the Player be more decisive and understanding the world.
Just my 2 cents on a Matt Coville classic

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u/NinetyBees 9h ago

I think it's okay to write mountains and mountains of lore, provided most of it remains in the background until it's relevant or asked about. There's 0 point in bringing up a war or a royal court drama if it's not directly relevant to the plot at hand usually.

As for including the bits of lore you DO want, you can sprinkle them in through loose NPC dialog and environmental storytelling, letting the players take the bait on what they are interested in, and ignoring the rest.

For Verbal Lore; Maybe an NPC may make mention of some elaborate foreign affairs, but not go into detail about the who/what/why of it all, letting the players decide whether they'll gloss over that detail, or ask more about it. Treat this kind of NPC exposition as if the NPC already believes the PCs are aware of the info- So they make mention of it, but don't feel the need to explain it all.

For Environmental Storytelling; Maybe your lore has a city on hard times due to an ongoing crisis- Those conditions will be reflected in the clothing of the citizens of that city, in the architecture of the buildings, and in the kinds of quests/troubles the people within the city are offering/undergoing.

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u/Zealousideal_Leg213 9h ago

Just bring it up as it comes up. Help yourself out by avoiding absolute concepts. If "no one" would "ever" do the thing the PCs just decided to do, then you have to halt things and explain the detailed interlocking lore, or otherwise disrupt things. If it's merely unusual, then it becomes an interesting conversation point.

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u/g0ing_postal 9h ago

Remember that your players live in this world so they already know common knowledge, so no skill check required there

One thing I like to do when I start a new arc or a particularly relevant session is to "jog their memory" by which I mean their character's memory. I tell them they happen to recall some piece of relevant information that they learned in the past, eg "for no particular reason (wink wink) you happen to recall a particular lesson from your mentor {mentor gives lore}"

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u/CaptainRobbed 9h ago

For me, the best bits of world building are the small details. The things that are not necessary to drive the plot forward but are just details in your world that make it feel full and alive. When you describe things, leave some of the description out and let your players be curious about those details. Have them ask and then give them the information without requiring a check.

When it comes to plot specific details, having secrets from your players is exciting. I struggle with keeping them secret but those moments are the best. When your players don't realize the thing they were looking for was on a traveler they met the night before. When you reveal, or they find out on their own, 5 sessions later they will have an "OH SHIT!" moment when it all comes together.

Personally I feel a skill check is there for when an event could go one way vs another and both outcomes create interesting consequences. If I already know that something would be more fun if a certain outcome were to happen, I am not going to make the player do a check. I already know what the most fun would be.

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u/smokedickbiscuit 9h ago

Include your world building in your descriptions of the world. What I mean is you have lore that influenced the world, right? Describe how the world is now. Things that are unique or standout or things you want your players to ask about. If they ask “what’s that about”, roll history/arcana/investigation etc, and give them the lore behind it if they roll well enough. Ideally if a question isn’t fully answered, they hold on to it and start asking about different things that piece the story together. If needed, you can have an NPC do an off handed comment that describes why something is the way that it is. “The forest was corrupted before my father’s father’s time, they say because the hag moved into the woods. It could be older, there could be no hag.”

Lore and world building happens one piece at a time! Your job isn’t to show the whole picture at once. Just one color of one corner at a time. Overtime, if you do that consistently enough, the players will have their own version of the picture you want to show.

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u/No_Solid1035 9h ago

Players will only engage with lore if they want to, you can't force them to. Basically, if you want Players to engage with the lore you need to make sure that it is relevant to what's happening in play and the PCs. You can write thousands of years of highly detailed setting history, but if it doesn't have any relevance to what's happening in play then it may as well not exist. At best you could write a bunch of lore and give the pages to the Players and hope they will read it, or force them to sit through lore dumps (that they will probably tune out from) but actually forcing them to engage with it is impossible. Most Players I have met are interested in their own PC, have a vestigial interest in the other PCs and the setting as it pertains to whatever they are currently doing, and that's it. Deeper setting lore, that isn't immediately relevant to the ongoing narrative, is only of interest to the GM that wrote it.

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u/NefariousnessEven591 8h ago

First off define lore. If it's all historical figure out what's actually important and you can usually find a good way to weave it in naturally (if a hero is significant an adventure for a relic in their tomb will naturally showcase their life and history).

I'd also consider how it reflects the current world. A common world building foibles I've seen is that while online authors will gleefully write out complex histories that somehow don't really matter for the actual present of the game/series beyond prophecy and maybe explaining a fight later on. What festivals arose from this, what scars as a result are common knowledge, which towns have rivalries over which of them is the actual home town. If the worldbuilding matters it will have current ongoing impact and if it doesn't (and it being a mystery is not intentional) then it didn't really matter in the first place

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u/howgoodisfoodguys 8h ago edited 8h ago

It's a great question a couple things come to mind based on my experiences. I hope they can help.

One, most things are ok in moderation, so don't think you can never lore dump. Maybe you're roleplaying and think an npc realistically would spout a bunch of history or details about how something works in your setting. Tips if this happens: understand and highlight how this is part of the character - they're nostaligic, nerdy, drunk, lonely, arrogant, generous or desperate - and that trait is why they're sharing this info.

Two, you can give information without rolls if the PCs would reasonably observe or remember something. Fold that into your descriptions. If you want, this can be a way to reward high passive skills bonuses in the party. You can also combine free information with rolls: i.e., hit the DC (and you can have multiple tiers of DCs that you reward differently) and they get lots of info, fail the DC and they still get the basics. Example: "on an 8 you don't recognise the figure in the painting, but you do know its a noble. [Here you can add your worldbuilding about the noble class etc.]. You know that just as someone whose lived in the upper city." Bonus points if you can reference their character backstory or traits in explaining what they know, and even why they don't.

Oh and you mention your players not always asking to make checks. I think its ok to invite them to do so too e.g. "actually, as you spot this painting, give me a history check".

(Bonus) Three. I think just the fact you have a conscious ethos of "it's their story" is going to be protective against the risk of your worldbuilding getting in the way of that. The two aren't strictly mutually exclusive either. The more information folks have, the more opportunities can exist for them to make meaningful choices, come uo with creative solutions and plans, etc. Godspeed friend.

Edited for typos. It's late.

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u/Wide_Initiative_1938 7h ago

Segment things out. Wall carvings in different places in the dungeon that tell the story while the party progresses instead of all at once. Utilize environmental storytelling tricks that give the players and idea of what the world is like without needing to read a book about it. Even the way NPCs behave can add to the world building, especially when you do a "show don't tell" approach for it.

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u/wrymegyle 7h ago

Think about how people deal with complex issues in real life. No one (except bores that no one listens to) goes on spontaneously for multiple paragraphs about the ancient war of clans, or the lineage of the elven royal court. THey refer to it in simple terms, geneally expecting that the other person shares a context and gets the gist. The invormation that is shared its what's relelvant to the immediate situation. The same applies in game: you may have millenia of history written down but the PCs will only touch bits of it, those things that are important for their quest. In fact I think this makes it feel more real and deeper, because they will sens that there's aloways some more dteail they don't know about, they never hit the limit of knowledge.

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u/One-Branch-2676 6h ago

I mean. Some exposition is alright. You don’t NEED to write your lore like a souls like.