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I have seen the term applied to people in the real world who go to places well off the beaten track but I agree that alone is probably not adequate to define the term in a TRPG sense. I generally think of TRPG adventurers as people to whom adventures happen. They attract them. There's nothing...
I think if you are fortunate enough to have players who have read/watched/whatever a lot of fiction and who therefore understand how fiction works and can plausibly understand that their characters can do just about anything reasonable for characters in fiction you maybe don't need any...
Seems as though every GM is going to need to learn their own strengths and weaknesses and prep with those in mind. Maybe what you need is reminders for in-session of what has already happened. Maybe what you need is to consider your bigger picture and how what the PCs are doing fits into that...
I agree but there are sometimes circumstances that leave someone without the opportunity to play. It's the ones who aren't interested in playing that I think are more likely to be problems.
I've run D&D 5e for people who came to the game because of Critical Role and they were and are some of the best players I've encountered. I think "Forever GMs" are also close to the heart of the problem.
The nautical AP I started featured a fair amount of climbing in the rigging. The campaign failed to thrive for other reasons mostly having to do with botching suspension of disbelief in other was.
I've never really seen people pile on the skill checks for physical skills in 5e but that may be a...
And yet you want that flight simulator type of play for skills. At least until someone points out the errors in your presumptions at which point you fall back on gameplay. The idea that athletic endeavors possess mental aspects and might be adjucated using something like INT(Athletics) or...
Except of course that sailors typically couldn't swim and tended to spend most of their time climbing in the rigging. Why let the facts get in the way though?