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Martial arts affecting your GMing style
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<blockquote data-quote="Galloglaich" data-source="post: 4757052" data-attributes="member: 77019"><p>Does knowing grammar prevent you from using slang?</p><p> </p><p></p><p> </p><p>The answer is, there are no fixed limits or boundaries, it's open-ended. Like life <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> I'm sorry you can't actually define it. A modern combat game like Twilight 2000 will be played a different way by active duty military guys in the 82nd Airborne (and yes, they do play) than by 16 year old kids who have never actually held a gun in their hand.</p><p> </p><p>The research Gary Gygax did for AD&D was actually fairly good for 1974, in a couple of areas he really dug pretty deep. Unfortunately for him the information available then on the Medieval world was very limited, so his results were patchy and inconsistent. It's hard to imagine what he could have created with his initial creative impulse if he'd had the internet.</p><p> </p><p>But I really don't think players <em>need </em>to know anything to enjoy RPGs. I think game designers definitely benefit from doing some serious research, campaign sourcebook and adventure writers and DM's creating new worlds will also benefit. </p><p> </p><p>Is it a requirement? Well that depends on your audience. As long as your game design is a little ahead of their expectations they may be happy with your game. It's kind of like running from a wolf, you only have to be faster than the other guy next to you...</p><p> </p><p>But to me the game material that was based on good research, just like the fantasy or sci fi genre books that were, are the ones which stand out. Robert E Howard, Jack Vance, Michael Moorcock, Tolkein, Fritz Leiber, Gene Wolf, these authors really knew History and Mythology. And it shows in their work. </p><p> </p><p>G.</p></blockquote><p></p>
[QUOTE="Galloglaich, post: 4757052, member: 77019"] Does knowing grammar prevent you from using slang? The answer is, there are no fixed limits or boundaries, it's open-ended. Like life :) I'm sorry you can't actually define it. A modern combat game like Twilight 2000 will be played a different way by active duty military guys in the 82nd Airborne (and yes, they do play) than by 16 year old kids who have never actually held a gun in their hand. The research Gary Gygax did for AD&D was actually fairly good for 1974, in a couple of areas he really dug pretty deep. Unfortunately for him the information available then on the Medieval world was very limited, so his results were patchy and inconsistent. It's hard to imagine what he could have created with his initial creative impulse if he'd had the internet. But I really don't think players [I]need [/I]to know anything to enjoy RPGs. I think game designers definitely benefit from doing some serious research, campaign sourcebook and adventure writers and DM's creating new worlds will also benefit. Is it a requirement? Well that depends on your audience. As long as your game design is a little ahead of their expectations they may be happy with your game. It's kind of like running from a wolf, you only have to be faster than the other guy next to you... But to me the game material that was based on good research, just like the fantasy or sci fi genre books that were, are the ones which stand out. Robert E Howard, Jack Vance, Michael Moorcock, Tolkein, Fritz Leiber, Gene Wolf, these authors really knew History and Mythology. And it shows in their work. G. [/QUOTE]
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