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JMISBEST's questions. Most of them about campaign ideas that either he or A GM he knows has and wants to know what people think
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<blockquote data-quote="CreamCloud0" data-source="post: 9078126" data-attributes="member: 7034710"><p>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.</p><p></p><p>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.</p><p></p><p>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 <em>just</em> 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.</p><p></p><p>but the bottom line is this: <em>you should never be telling your PCs that they will need 'X thing' to solve a problem</em> 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.</p></blockquote><p></p>
[QUOTE="CreamCloud0, post: 9078126, member: 7034710"] 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. 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 [I]just[/I] 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: [I]you should never be telling your PCs that they will need 'X thing' to solve a problem[/I] 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. [/QUOTE]
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Community
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JMISBEST's questions. Most of them about campaign ideas that either he or A GM he knows has and wants to know what people think
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