[RPG] Introducing an unorthodox setting the players know NOTHING about

campaign-settingsgm-techniquesmetagamingsystem-agnostic

Just a while back, there has been a question concerning GMing a setting the players know better than the GM. Now, let me ask you sort of an inverse of that question. I.e. how to introduce and integrate the players into a setting they have no clue about?

Let me be more specific here: the setting is pretty much otherworldly. There are no humans, no elves, no dwarves, no orcs, etc. Furthermore, there are no common trees, herbs, animals, etc. And let's not forget, no gods, no middle-age-ish inspired theme, but an original history, specific to this unique world.
To rephrase that, it's an alien world on an alien planet with its own alien ecosystems, inhabited by both animal-ish and sentient aliens. The sentient aliens have their own, unique histories and cultures.

The thing I've noticed while GMing or playing in the generic fantasy settings is that these standard settings have certain "hooks", or stereotypes, if you will. Everyone knows that elves are unpractical snobs, gods grant magic powers, humans are all greedy merchants living in corrupt kingdoms and orcs are filthy, malicious beasts. This set of stereotypes is a "standard" the players expect; it is also usually enough of a starting point for the players to orientate themselves in the setting.

I could go on and on about how I despise these stereotypes (since I've heard them soooo many times before, since they're naive and unrealistic, etc.), but that's not a very productive stance on its own.

So I dislike the stereotypes and want to get rid of them by playing in a different, otherworldly setting. The idea seems fair enough, but the players would be stepping into the unknown and there would be no stereotypical "hooks" for them to hang onto. They'd get intimidated by the complexity of an unknown world … and as a result, they wouldn't want to play in such a setting … much.

There must be some successful, humane way of introducing the players to a setting they have no clue about. It's all about making that kind of translation a smooth and gentle.

I'm open to your suggestions.

Best Answer

I like to work like this: I give the basic information to the players. One single page of 8.5 x 11 with all the info they certainly know. I tell them everything that is outstanding. How many moons, color of the sky, name of the main constellations if they are relevant. Any info about the basic religion, main genesis myth everything relevant for the first adventure and their basic character creation. This page is info that even a farmer knows.

Then I let them create their characters and ask me all the questions they want. I keep note of my answers in a form of a Q&A by email (or my own private website for my group).

This method works for both Homebrew settings and really odd settings.

I make sure the first adventures are introductory to the tone of the setting and the campaign so they know what's going on. I once started a campaign by a paladin executing a child in public for stealing food from the Temple. I wanted the players to understand that in my setting, alignments are more complicated than they look.

My biggest piece of advice would be: Don't take all the job on your shoulders. This is obviously optional, but if you create the broad strokes for a game setting and you say something like: Elves are the dominant race in a world of floating islands, humans are haunted for their skins and orcs are invading the world from the moon with their army of jetpack wearing soldiers. That's all good. But leave it like that. When questions arise about the world, turn the question back to the players and use their answer. Build the world with them. When you know something and you're sure about your answer and how to portray the world, just do it. But in doubt, turn the question to the players. Their character will certainly know better.