Dice Tumbler - Actionable Exposition
Providing exposition for the worlds we create is something I think we all struggle with. In our own heads, these worlds are exciting and wondrous, dark and dangerous. They’re worlds that we can’t wait to explore with our players. The problem is, these worlds feel that way to us because we already know what about those worlds excites us. Somehow we have to convey that to our players in a way that doesn’t bore them.
A friend was having trouble with this in one of her games and we had discussed it earlier this week. It got me thinking, how can I improve the way I provide exposition in my games? Here are my thoughts!