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Word of advice. No one cares about your lore. If you want people to care incorporate the lore into optional puzzles. Reward players for knowing the lore; don't punish them for now knowing it. The idea about cheating on the test could be interesting, but the options are cheat or don't cheat. I am sorry but I don't think the quest design is that interesting.

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Thank you for your comment.

This is exactly the case with the campaign. However, you need to know a bit about the history of the universe to understand the events of the campaign. That's why I thought it would be interesting to include a short quiz in the introductory scenario. Especially since I've taken care to develop the lore gradually in each scenario, so as not to overwhelm new players with lot of information.

A quiz is a bad way of going about it. Have a necklace that needs to be found. The necklace belonged to an importan historical figure. In trying to get the necklace they learn about the person who owned it how he made it and why. Don't say you have to finish your home work before you can play.

 I would make the quest you are trying to help one of your teachers. It is an extra credit assignment. You must find the necklace. There are a number of people who can give you information on said necklace if you help them. One boy wants you to find a rare flower in a historically imporant garden. One girl wants you to discover why all the birds left her meadow and the answer has to do with the world's history. Once you know all of the important details you can get the necklace pass the class and get into the guild.

The quiz is part of the introductory scenario, which is optional. I invite you to read the campaign "On the Artifact Trail" which is exactly what you describe ;)