This is an odd question, I think, because the goal is not, and at my table never has been, to make anything "seem real". Verisimilitude isn't the watchword. What tells a good story? What moves the narrative forward? What helps everyone have a good time? These are much more important to my games than any sort of 'life' or 'reality' or anything of the sort. Making a story seem lived-in is as simple (and as difficult) as making sure everyone has buy-in and everyone is invested. From there, it's a matter of figuring out which direction everyone is rowing in, and trying to steer the boat in that general area.
If you want "real" or "deep" or "lived-in" or whatever, I recommend writing fiction or shooting film (digital or otherwise). What I want from my worlds is "this is a good backdrop for my players and I to tell a story together" and anything that serves that goal is in, and anything that doesn't serve that goal is out.
I'd point out once again that Some People Juggle Geese, and that what works for my table may not work for your table (and vice versa).
If you want "real" or "deep" or "lived-in" or whatever, I recommend writing fiction or shooting film (digital or otherwise). What I want from my worlds is "this is a good backdrop for my players and I to tell a story together" and anything that serves that goal is in, and anything that doesn't serve that goal is out.
I'd point out once again that Some People Juggle Geese, and that what works for my table may not work for your table (and vice versa).
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