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<blockquote data-quote="fusangite" data-source="post: 2457642" data-attributes="member: 7240"><p>First off, you raise a good point about Amber. It is the ideal setting for blurring these lines. Really, it is more meta-setting attached to a couple of fixed places than a setting in the traditional sense. I'm generally not a fan of the kind of play you are into but, because I'm such a physics/setting oriented guy, I would be completely comfortable with your playstyle when it comes to something like Amber.</p><p></p><p>As to your question, as a GM, I absolutely do use player-generated aspects of characters to extrapolate details of the culture that I have not covered. One D&D campaign I ran, I generated a singularly uninspired setting for (I was basically just trying to use a short campaign to teach myself the rules) I actually relied on this pretty heavily. One non-drinking player made a serious gaffe in the first episode by trying to light some beer on fire; so, naturally when people went to his town, they found all the beer was flamable. And, of course, a society whose main beverage is flamable is going to have certain other characteristics...</p><p></p><p>That's, of course, just a trivial example but it was a principle I frequently applied in the campaign. The paladin was gay -- so, naturally, all paladins were gay. If you had a boy and he didn't seem to be very interested in girls, as a parent, you would get him into some martial training and see if he could apply to join the order of paladins. By midway in the campaign, the term "paladin" had begung to be used euphemistically by the players.</p></blockquote><p></p>
[QUOTE="fusangite, post: 2457642, member: 7240"] First off, you raise a good point about Amber. It is the ideal setting for blurring these lines. Really, it is more meta-setting attached to a couple of fixed places than a setting in the traditional sense. I'm generally not a fan of the kind of play you are into but, because I'm such a physics/setting oriented guy, I would be completely comfortable with your playstyle when it comes to something like Amber. As to your question, as a GM, I absolutely do use player-generated aspects of characters to extrapolate details of the culture that I have not covered. One D&D campaign I ran, I generated a singularly uninspired setting for (I was basically just trying to use a short campaign to teach myself the rules) I actually relied on this pretty heavily. One non-drinking player made a serious gaffe in the first episode by trying to light some beer on fire; so, naturally when people went to his town, they found all the beer was flamable. And, of course, a society whose main beverage is flamable is going to have certain other characteristics... That's, of course, just a trivial example but it was a principle I frequently applied in the campaign. The paladin was gay -- so, naturally, all paladins were gay. If you had a boy and he didn't seem to be very interested in girls, as a parent, you would get him into some martial training and see if he could apply to join the order of paladins. By midway in the campaign, the term "paladin" had begung to be used euphemistically by the players. [/QUOTE]
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