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How has D&D changed over the decades?
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<blockquote data-quote="Remathilis" data-source="post: 8600685" data-attributes="member: 7635"><p>So let me further clarify.</p><p></p><p>Let's say that the important thing isn't needing to read what's in Ancient Draconic, but actually meeting the sage. Whatever is translated is secondary, if not inconsequential. The sage is going to give the PCs something (info, a quest, a maguffin) that will be important. He is B. All options funnel to B because meeting him closes the scene and opens the next. This is fairly common in adventure paths or modules, which is my preferred play style. What's important here is the obscure language is the hook to find the sage, the not goal in-and-of-itself. </p><p></p><p>If a PC declares his brother can also translate the language, you lose the hook to the sage and the chain breaks. The language is translated, but that wasn't the point, the point was to meet the sage. Now a new reason to mee the sage much be invented or else the hook becomes dead and a bunch of players sit around going "so what do we do now?" To stop this, I propose a simple addendum: the brother cannot translate the language himself (it's too obscure), but he knows someone who can (the sage) and thus the chain is unbroken. A new option for the PCs worked on emerged, and it was quickly used instead of the preconceived notions to go to B rather than bypass B and end up in deadspace. I feel that for all but the most stubborn players ("No, my brother is a master of all languages, you're ruining my backstory") this is a fair compromise. PCs create a hereunto thought of solution, the DM moves along to the next check point.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 8600685, member: 7635"] So let me further clarify. Let's say that the important thing isn't needing to read what's in Ancient Draconic, but actually meeting the sage. Whatever is translated is secondary, if not inconsequential. The sage is going to give the PCs something (info, a quest, a maguffin) that will be important. He is B. All options funnel to B because meeting him closes the scene and opens the next. This is fairly common in adventure paths or modules, which is my preferred play style. What's important here is the obscure language is the hook to find the sage, the not goal in-and-of-itself. If a PC declares his brother can also translate the language, you lose the hook to the sage and the chain breaks. The language is translated, but that wasn't the point, the point was to meet the sage. Now a new reason to mee the sage much be invented or else the hook becomes dead and a bunch of players sit around going "so what do we do now?" To stop this, I propose a simple addendum: the brother cannot translate the language himself (it's too obscure), but he knows someone who can (the sage) and thus the chain is unbroken. A new option for the PCs worked on emerged, and it was quickly used instead of the preconceived notions to go to B rather than bypass B and end up in deadspace. I feel that for all but the most stubborn players ("No, my brother is a master of all languages, you're ruining my backstory") this is a fair compromise. PCs create a hereunto thought of solution, the DM moves along to the next check point. [/QUOTE]
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