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Greyhawk Confirmed. Tell Me Why.
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<blockquote data-quote="Faolyn" data-source="post: 9358833" data-attributes="member: 6915329"><p>While I agree, some people aren't good at that--<em>especially </em>newbies.</p><p></p><p>See, us older gamers have undoubtedly read dozens of worldbuilding guides already. We've seen "random government tables" and lists of fantasy government types in other games already. We've read the blogs and newsletters of gaming tips that go into politics and government. But the newbies <em>haven't, </em>so they need the help. </p><p></p><p>That's why I'm suggesting coming up with a simple idea of what the government is like, or at least having a table or list of sample governments available.</p><p></p><p></p><p><em>This </em>is stuff that can be addressed in an adventure and probably isn't important until then.</p><p></p><p>OK, so the Court of Lords and lobbies bit is from my own upcoming game--and yes, I have a rough answer for all of your above questions, since my game <em>is </em>going to have political themes to it--but replace the idea of "lobbies" with "bribes." Even an ignorant peasant would be able to tell the difference between "government that tries to be fair" and "government that demands bribes."</p><p></p><p></p><p>And again, this is a book. Howard may "not have known" what Conan was going to do, but he <em>did </em>know he wasn't writing a story about politics or police, and thus he <em>did </em>know that Conant wasn't going to be put in a situation where he couldn't escape or slaughter his way out.</p><p></p><p>You, as a GM, have no idea what the PCs are going to do, no matter what sort of story you're trying to write--and it's considered bad form to be a GM who comes up with a story ahead of time and then force the players to play along.</p><p></p><p>An example: I was in a game (Pathfinder setting, Greyhawk gods, GURPS system) where we needed get an artifact that was being held in a magical bank vault. The book assumed that we would effectively treat it like a dungeon or a heist--sneak in, disarm the traps and alarms, defeat the golem guardians, steal the artifact, sneak out. Instead, we found the long-dead original owner's gravesite (he had been a local hero, IIRC), got a lawyer, then cast the GURPS equivalent of <em>speak with dead </em>to ask the original owner's permission to use the artifact for the duration of the crisis.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 9358833, member: 6915329"] While I agree, some people aren't good at that--[I]especially [/I]newbies. See, us older gamers have undoubtedly read dozens of worldbuilding guides already. We've seen "random government tables" and lists of fantasy government types in other games already. We've read the blogs and newsletters of gaming tips that go into politics and government. But the newbies [I]haven't, [/I]so they need the help. That's why I'm suggesting coming up with a simple idea of what the government is like, or at least having a table or list of sample governments available. [I]This [/I]is stuff that can be addressed in an adventure and probably isn't important until then. OK, so the Court of Lords and lobbies bit is from my own upcoming game--and yes, I have a rough answer for all of your above questions, since my game [I]is [/I]going to have political themes to it--but replace the idea of "lobbies" with "bribes." Even an ignorant peasant would be able to tell the difference between "government that tries to be fair" and "government that demands bribes." And again, this is a book. Howard may "not have known" what Conan was going to do, but he [I]did [/I]know he wasn't writing a story about politics or police, and thus he [I]did [/I]know that Conant wasn't going to be put in a situation where he couldn't escape or slaughter his way out. You, as a GM, have no idea what the PCs are going to do, no matter what sort of story you're trying to write--and it's considered bad form to be a GM who comes up with a story ahead of time and then force the players to play along. An example: I was in a game (Pathfinder setting, Greyhawk gods, GURPS system) where we needed get an artifact that was being held in a magical bank vault. The book assumed that we would effectively treat it like a dungeon or a heist--sneak in, disarm the traps and alarms, defeat the golem guardians, steal the artifact, sneak out. Instead, we found the long-dead original owner's gravesite (he had been a local hero, IIRC), got a lawyer, then cast the GURPS equivalent of [I]speak with dead [/I]to ask the original owner's permission to use the artifact for the duration of the crisis. [/QUOTE]
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