small ways to make your world feel more real, part I
Gossip, Folktales, and other Half-True Stories
I advised in a previous post that if you’re building a world from scratch, you should never waste your time. And I say this with all the love and affection in my body, but a lot of folks think they need to know their whole world’s entire political history back-to-front before they’re truly ready (before I sat down to plan for my current campaign, I thought this too!). We assume that knowing the history makes things feel real. And to some degree it does! But unless one of your players takes a special interest in history, you really don’t need all that; players don’t usually want to get bogged down in lore that is irrelevant to what they’re doing.
Furthermore, it’s just not realistic. You can share a document telling players everything about the world like they learned it out of a schoolbook, but even in places with mandatory schooling that simply isn’t how things happen. Whole histories and populations get omitted. Rumors get passed down as fact. Children learn from their elders and their storybooks and their friends as much as they do their teachers. And all this is culturally dependent.
If you’re feeling overwhelmed–don’t be! It’s very, very easy to write this kind of lore. You just have to listen to what your players are telling you.
For example, I have a PC who is from a big city, growing up fairly jaded and cynical. Given the kind of character and backstory I was working with, I came up with superstitions, legends, and folktales that he might have heard that feed into the way he is today. He won’t care about happy-ending fairy stories about rescuing princesses from towers, but a morality tale about the danger of trusting a stranger matches up perfectly with his worldview and suggests the culture he grew up in that taught him to be the way he is.
Conversely, another of my players has a bard character for whom I wrote a 17-page folktale that functions a lot like 1001 Nights, where the overarching story encapsulates many smaller stories like nesting dolls. Some of them have morals, some don’t. But they often have a theme of the wanderer, the traveler, the directionless adventurer–which fits in with the bard’s curious and rootless nature, and their affinity for traveling by sea.
I also have multiple versions of the same story; there are two myths surrounding the origins of a player character’s home, one which the PC in question would know and one that other PCs and NPCs might have heard instead.
The folklore approach is a great way to write your lore. First and foremost, it’s a sensationalized version of whatever may (or may not) have happened. That makes it more memorable to your players and their characters than the dry, realistic details of what probably happened for real. Secondly, it means you don’t have to be perfectly consistent; minor variations happen all the time in real folklore, so you can play your own faulty memory as the result of the oral tradition. Last but not least, it feels real. Children remember fairy stories and nursery rhymes, and we carry that with us through adulthood.
The same goes for gossip. Say your players visit a town and all their mirrors are gone. If everyone the party talks to knows and shares the truth, then that’s not very mysterious. But maybe they talk to the miller first, and she offhanded mentions that her mirror went missing a few days back, and then they come upon the mayor, who insists there’s nothing in that cave uphill, nothing dangerous to the town. And then they chat with the mayor’s gardener, who saw the mayor going up that self-same hill with a basketful of mirrors. They start to sense that something’s up, and then maybe they’ll go up to investigate and find the mirrors were stolen to appease a vain young dragon in the hills. The inconsistency and the unstraightforwardness lends an air of intrigue, suspicion, and interest.
Let your NPCs lie. Let yourself “lie,” insofar as you say “this is what you’ve heard” versus saying “these are the facts: {insert lie here}.” Let your NPCs not have all the answers, and let them turn to rumors and guesswork to fill in the blanks, because that’s what people do, and it’s fine if the NPCs are wrong as long as you, the DM, remember what’s true.