>>6245436>>6246803>>6245264So if I were to apply this memento (trinket) possession, relationship, location (sanctuary) game backstory design formula, as a demonstration, BananasQM I did read your delightful anthropological backstory for the Snouts dogmen on the last qtg,
https://archived.moe/qst/thread/6213393/#6237025I did enjoy your lore description in fact in my mind as I read it, I heard it enunciated in a mellifluous David Attenborough wildlife documentary voice lol, tremulous with barely suppressed impulses of violent yearning for colonial / naturalist lust-conquest over the natural world hehe but the way I would apply "gamification" to your detailed background lore, to make the lore player-interactive, instead of the encyclopaedic authoritative overview monolithic text, you could split the culture into three random tables, say 1d6 each, that takes the form
1d6 locations, sacred sites, haven / gathering place etc
1d6 culture items / trinkets, relics etc
1d6 key cultural figures, shamans priest warriors hunters traders etc
with maybe just a snippet or phrase sentence of mysterious lore for each.
You could apply this 3d6 location, item, relationship random table set to either a macro region (like a hex on an overworld map) or it could be faction by faction within one specific dedicated region etc, if your game setting is just confined to one area
This would also allow for very fast character creation or even encounter design, because you would just roll 3d6 and get immediately artifact / item at location coveted / lost / sought by NPC... etc. I would probably keep what you already wrote as secret DM background reference notes though, but it is all up to you really