CreamCloud0
Hero
yeah no, in the way you're describing this i would definitely say don't do this, mostly for the fact that by basically telling and giving them solutions to problems they haven't yet encountered, it ruins the fun and satisfaction of the players working it out themselves and of having thought to take it in the first place.I have a question about a 2-part habit I had when I was A GM and as I'm thinking about becoming A GM once again I need to know, should I get out of this 2-part habit
The 1st part habit is that when my players create theirs characters I always ask those players whose characters knows 1 or more extra languages if I can choose the extra language or languages they know, but I only do this to ensure they have access to languages that I know will be useful
For example in every 1st edition Dnd Campaign I've GM'd their are 10 monster types that have appeared in all of them, hence I try to ensure they know as many of those 10 languages as possible
The 2nd habit is that when the player that has the magic user reach's certain levels I ask the players whose playing The Magic User if I can choose his characters Spell or Spells but I only do that to ensure that his or her character has A Spell that I know will be useful in a upcoming adventure
Here are a few spoiler free examples of me choosing A Spell that I know will be useful in a upcoming adventure and to those that are wondering? yes the 4 adventures I've mentioned are the only 1's I've used in every 1st edition Dnd Campaign I've ran
At 4th level its Darkness 15 ft radius in preparation for Sethotep
At 6th level its Dispel Magic in preparation for Shedu's Hall
At 7th level its Fear in preparation for The levels 7 to 9 version of The Mound in The Ring
At 9th level its Monster Summoning III in preparation for The levels 9 to 11 version of The Marsh Idol
To those that are wondering both The Marsh Idol and The Mound in The Ring were 2 of 3 adventures from A Old Roleplay Magazine that could accommodate a wide range of player character levels, with the higher the characters levels the tougher the foes but at the same time as the levels got higher the loot greatly increased
on languages i would give them a shortlist of the 'potentially useful' languages that includes all the common ones and/or a list of the 'explicitly unused' languages in your world that trims out the choices that definitely won't turn up.
for spells make them available in story, not directly in their path but findable if they look around a bit, spell scrolls or wands/casting items in the shop alongside a few others that aren't nesaccary (so it isn't just the one spell they need), maybe there's a local NPC adventurer they can hire who has limited spellcasting and it's one of their few spells.
but the bottom line is this: you should never be telling your PCs that they will need 'X thing' to solve a problem if it doesn't have a fixed solution (and that doesn't mean you shouldn't be letting them figure out some of those themselves), you must let yourself accept that sometimes the players will simply miss the 'solution' to some problems or maybe even never had the tools to solve them that way in the first place, and the old saying, if the players aren't allowed to fail then they shouldn't even be rolling in the first place.
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