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Old 04-01-2011, 05:01 PM   #17
tg_ambro
 
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Join Date: Sep 2007
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Default Re: Dungeon Fantasy needs a bare-bones setting

Quote:
Originally Posted by Peter Knutsen View Post
What will promot an inexperienced GM to realize that he needs to think about languages before gamestart?

Wikipedia doesn't tell him to. No DF supplment tells him to.

I don't need help as a GM. I'm not an inexperienced GM. I'm just pointing to the fact that inexperienced GMs exist, and that a subset of these will try out DF, and that a subset of this subset will make disastrous decisions, due to the lack of official guidance, if one of their players opts for a Scholar template character and/or a character with the Language Talent Advantage.
"Take chances, make mistakes, get messy." I wise women once said that. When I was a newbie GM, and my players were also green, we made all kinds of horrible decisions, and that's awesome! Making those mistakes became part of the lore we developed as players; part of our story.

My players still fondly recall how I assumed Super Jump would just allow someone to jump wherever they pleased, or how I let someone take a Force Sword into my Fantasy game, or how I suggested to the drow player that it would be cool if her boyfriend/co-pilot would be a complete bipolar wreck, or how I grounded the sky captain drow gunslingers airship (effectively taking away 50 points of her character) for the entirety of the game.

These mistakes (which I won't make again, because ther are too simple. I now make sophisticated mistakes!) proved to not be that horrible after all, we either fixed them after they came to light, or let them slide and figured we'd get it right next time. I think that like children, GMs and players need a lot of room to play and mess up, but in the end, they'll figure it out.
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