If that is your concern, I think it would be worth your time to write up a brief cheat-sheet for your players. Nothing long or complicated, maybe as simple as an outline with a list of the major (known) factions and a couple-sentence description with their publicly know reputation/description. The more they know about your world, the less they'll feel the need to fill in the blanks with Dresdenverse bits. Just make sure to leave some blank spots on the list, and maybe a few "unconfirmed" factions based on rumor (akin to the Jade Court of actual DF) so there is still a sense of mystery and discovery out there. Something like:
Wizardry
- Council of the Wise - North America: Contemporary/Modern Wizards, Democratic structure, internal struggles between Native, European and African factions. Moderate Military forces
- Regnomagicae - Europe: Classic Wizard tradition, isolationists, Aristocracy by "noble" magic bloodlines.
- Court of the Sun - Africa: Loose coalition of tribal and cultural leaders throughout africa. Ruled/administered by Egyptian faction until 20th century. Now under Vodun faction control. Interests vary by region.
- [unknown] - Asia: The practices of Eastern wizardry are largely unknown to the western magical populace.
- Aetherites - Near NeverNever: Wizard nation in near NeverNever. Founded by refugees during the Inquisition, Established Demense in NN via unknown means. Control most Ways travel through nearby Natural lands (Fae lands in DF).
- Aetherites " Competator" - NeverNever (?): Details unknown, Aetherites do not discuss, but they visibly prepare against antagonistic actions.
Vampires
Almost exactly, that; yes!
Honestly, the "what everybody knows" cheatsheet is probably going to be even more abbreviated; I'm really liking the notion of "world cards" from the GM during character & city build session; the 3x5 format fits well into that session, I think. I'll probably compile those into that single "cheatsheet" format (after session-1): whatever the players actually glom onto gets "canonized." The rest falls by the wayside.
For everybody with some Clue -- but lacking an insight into the higher politics/culture of wizards -- will be a pair of cards about Wizards. Typical PCs for this might be:
- a low/mid grade Paranet member
- a Pure Mortal who got (a little bit) Clued-in by a wizard
- some other Supernaturals like a Were' pack-member
- etc.
They all know roughly the same stuff, and get these 2 cards:
"General Wizards" card --
Human wizards are organized into a series of regional councils/coalitions/whatever's, each rather different from the others; little more than a pact of non-aggression connects each, though all hold to a similar set of laws. You know a bit more about the North American council (because you live here and have had decades to put together snippets overheard).
"North American Wizards" card --
Theoretically a "true" 1-wizard-1-vote democracy, it's rife with internal factions & rivalries; some factions are virtually powerless. There are several FirstNation groups, at least a couple of "WASP"-y ones, Asian & African ones, and likely others. Laws definitely include some version of "Thou shalt not kill" (but with odd exceptions, because those bastards DO kill ! ) .
Someone who grew up comparably, but NOT in North America, would get a different "Regional Wizards" card.
Then someone even more info, such as...
- one of the above, with an Aspect suggesting extra info
- Wizards' Apprentice
- Focused Practitioner
- Senior/Powerful Paranet'er
would know more than that: probably a half-page or so on the North American council (most of the factions, most of the main individuals), and brief "cards" (akin to the NorthAmerican one) on probably 2-3 other "regional councils".
Unless they have an Aspect indicating some special "political savvy" or "well-connected" -- then they know even more!
As another example, someone magical who was "Raised on the Res" (the Reservation) might know of all the "First Nation" factions in some depth, in addition to the "general wizardry info" cards above.
Etc...
Once PC's and City/Campaign is built, I'll know what's important-enough to get onto the "everybody knows" cheat-sheet.
Ideally, I'd get unique in-character info -- cards or half-pages that are NOT "everybody knows" info -- delivered in-character by the PC... maybe even with extra detail added by that player's own creative input! I'd LOVE to get that level of buy-in from them...