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I've been working on a google doc containing a bunch of worldbuilding I've been working on the past year, editing and rewriting where necessary. When I was GMing, I would just send links to my players and have them read up on stuff beforehand. Unfortunately, they didn't always get the chance to read them, or perhaps it's difficult to parse due to formatting (I had to look at the pages on my phone to see what it looks like, and boy, something went terribly wrong since last I checked it), so I thought of printing out pages, but I'm always editing the document so what I do print will shortly become obsolete information.

I hate to give out homework just so my players "get" what's going on. I've been writing out a story based on the sessions so that anyone can catch up and to make it more cohesive so that any gaps are explained away. Anyone have any ideas to contribute? Perhaps a better way to phrase my problem is "How do I get my players up to speed with all the story details?"
I would suggest being more laconic.

Instead of
The Whispered Willows was first discovered in 109 during the reign of Sultan Zaheius XVI, and is a forest containing 50 distinct species of tree, including larkspur, larch, and birch, has had a long history in which many have ventured though it. The first such expedition was [blah blah blah]...

You'd be more illustrative:

The Whispered Willows are a mystical forest that have been well traveled for thousands of years; magic naturally emanates within her branches.
Major Element: Forest. Noteworthy feature: Magical energy.

I've been playing Adventure Mode of Dwarf Fortress. There aren't much in the way of graphics, but I can still describe the places I've visited.
The Mechanical Plains were home to the trolls which roamed the lush land; their lairs now fallow. An entrance to the underground lies not even a day's travel away.

If your players can't figure out the forest from the trees or are wanting too many details, they may not be the right kind of players for your style.

Or if they can't digest the detail level you're giving, consider the methodology of your world-building.

You don't need to use 100 words when 10 will do. The Tomb of Horrors is an accursed crypt! Death awaits all who approach! Beware the High Lich!
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Darvond: I would suggest being more laconic.
Honestly, I already sort of do that with the first sentence of every topic.

"BLANK are a race of large albino apemen who emerged from underneath the surface of their planet." Followed by three paragraphs containing 133 words, as well as more technical information and fun facts that wouldn't fit the rest of the description.

"The BLANK are a race of sentient robots that survived a machine war that their creators did not."
"BLANK are best described as insane eccentric prodigies."
"BLANK are a matriarchal race known for their inherent psychic capabilities."

Even the governments and organizations are started a similar way:

"BLANK are a human supremacist organization whose stated goal is to continue, in their words, the birthright of conquest over the galaxy, the domination, enslavement, and if need be, eradication of all alien life."
"BLANK is the successor to the previous BLANK, formed from a popular front called the “patriotic movement” that spawned as a result of numerous problems caused by misgovernance of the previous state."
"BLANK is a federation of various species and states that have come together for the betterment of their lives and the lives of those in the rest of the galaxy."

And I do this so that I can build off of that first sentence. You probably already have an illustration in your head just based on those. But maybe you're right in trying to make it even shorter for those who don't want to crawl through a bunch of text. My document isn't even organized particularly well to the point I have to ask players to use the Find On Page function to zoom around the doc. I'll keep it in mind to just a make a page with very blunt descriptions of everything, leaving players who want even more detail to sift through what they want to read. Although I also want to ensure that my players understand how the setting works, details and all.

Or in short, "I already sort of do that, but you make a good point in making sure there's an even shorter guide to my setting."
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Warloch_Ahead: I've been working on a google doc containing a bunch of worldbuilding I've been working on the past year, editing and rewriting where necessary. When I was GMing, I would just send links to my players and have them read up on stuff beforehand. Unfortunately, they didn't always get the chance to read them, or perhaps it's difficult to parse due to formatting (I had to look at the pages on my phone to see what it looks like, and boy, something went terribly wrong since last I checked it), so I thought of printing out pages, but I'm always editing the document so what I do print will shortly become obsolete information.

I hate to give out homework just so my players "get" what's going on. I've been writing out a story based on the sessions so that anyone can catch up and to make it more cohesive so that any gaps are explained away. Anyone have any ideas to contribute? Perhaps a better way to phrase my problem is "How do I get my players up to speed with all the story details?"
It's always good to make a detail worldbuilding, but is more for you than for the players, just give the resume to them, add some details when you travel for some historical place of your world or make a knowledge skill check to see if one of your players know something about the place to give more of those details you know.
Build the world as you go. Make your players be strangers to the world by having them dumped onto it by a magical experiment gone wrong, or by making them flee an apocalyptic event in their home country, or something. Obviously, doing this every time isn't an option, but doing it the first game so you can get them familiar with your world, its locales and the quirks of the trade through in game learning, means future games in the same setting won't require a lot of the basic education.

This is fun for a few reasons: it's not just reading a back story, it's participating in the world building in a way that the characters' lives could be at stake. Any players who are already familiar with your setting can act as guides, either because their characters are native, or maybe they're well-traveled or -educated. Your players can overcome some rough fish out of water moments, like accidentally insulting a chieftain or mayor, it makes for interesting events that make the games fun.

No one likes homework research for their games, and as a DM, that's your job, to create a world they can interact with, to do the research as to what kind of food desert nomads should be eating, or where and when they travel. Or what buildings in a lush forest might look like. The players want to play and enjoy the game.
I should probably mention that I already separate the general background material from the active campaign stuff (lawl, "active"). I already have it so that the campaign that I was running (and other campaigns I have planned) is set up in a way that they are strangers to the land they're in, but the major players that are there give it even more context.
If it's spontaneous storytelling one could use RNG to good effect.

At walmart i remember seeing Story Dice, which were like 8-10 dice and you roll them, put them in a row and it will give a number of details, some useful some not, but you could take a few details and add them to creatures or individuals as necessary. Maybe a number of them won't be useful, but it could quickly flesh out random encounters to make them less cardboard cutout.

You could also make your own charts and make your own, but probably for unique guards, captains, princesses, etc.

Same could be done for whole races, but you may want to do it during off-time and scrutinize the random results rather than going for the first thing you end up with.
It is very nice to see a thread about tabletop RPing!

I guess that the OP wants to show the game world, not the "worldbuilding". However, the use of this world is meaningful. It betrays the abuse of this concept that we see nowadays among aspiring writers and game masters.

Some friendly advice in order to reply to the OP. Not written on stone, but out of experience. Others might disagree.

RP is about RPing mostly and above all.

"Show, don't tell" often works better than long exposition.

Some successful writers create their worlds dinamically. This means, as they go with the story. A great example is Lois McMaster Bujold. She does not do worldbuilding separate from the stories.

Think of successful literary works. Lord of the Rings. A Song of Ice and Fire. If you read the Apendixes at the end of the book is because you are already hooked on the story and want to get a little more.

Some stuff between game sessions is OK. Before the first session, it might work or not. Do not make it a compulsory read.

Consider the input of players for shaping the game world. Even the creator of Tekumel did so. He even asked players things like: "Tell me details about XYZ country" and they wpuld mention the elaborate hair styles of women, or the way the build ships, things like that.

Be flexible. During games you might realize that things were not exactly like you first imagined, or completely different. Why would you tie your hands by explaining things beforehand?

Tell players just what they need to know. Let them imagine and dream about the rest. Again, much like little glimpses from ancient times in Lord of the Rings.

Above everything, the mission of a game master is making sure that everyone has a good time.

Good luck!
Post edited September 27, 2022 by Carradice