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	<title>Comments on: Ask The GMs: Rubbing Two Dry Words Together</title>
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	<description>Expert tips and how-to&#039;s on every aspect of creating and running exceptional campaigns.</description>
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		<title>By: dental hygienist</title>
		<link>http://www.campaignmastery.com/blog/atgms18-two-dry-words/comment-page-1/#comment-3452</link>
		<dc:creator>dental hygienist</dc:creator>
		<pubDate>Wed, 21 Jul 2010 09:15:24 +0000</pubDate>
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		<description>Wow this is a great resource.. I’m enjoying it.. good article</description>
		<content:encoded><![CDATA[<p>Wow this is a great resource.. I’m enjoying it.. good article</p>
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		<title>By: Mike</title>
		<link>http://www.campaignmastery.com/blog/atgms18-two-dry-words/comment-page-1/#comment-3438</link>
		<dc:creator>Mike</dc:creator>
		<pubDate>Tue, 20 Jul 2010 19:53:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=1917#comment-3438</guid>
		<description>You&#039;re welcome, Will. Glad we nailed your question!</description>
		<content:encoded><![CDATA[<p>You&#8217;re welcome, Will. Glad we nailed your question!</p>
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		<title>By: Will</title>
		<link>http://www.campaignmastery.com/blog/atgms18-two-dry-words/comment-page-1/#comment-3435</link>
		<dc:creator>Will</dc:creator>
		<pubDate>Tue, 20 Jul 2010 17:28:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=1917#comment-3435</guid>
		<description>As the original asker, I must say, fantastic answer!  You have given me a lot to think about.  I especially like the ideas for mistranslation plots, and how languages evolve over time or reveal the psychology of the speaker or culture of origin.  That&#039;s just the kind of stuff I was looking for -- how to use language in a story or puzzle and not just for flavor/verisimilitude.  Thanks for the extremely thoughtful analysis!</description>
		<content:encoded><![CDATA[<p>As the original asker, I must say, fantastic answer!  You have given me a lot to think about.  I especially like the ideas for mistranslation plots, and how languages evolve over time or reveal the psychology of the speaker or culture of origin.  That&#8217;s just the kind of stuff I was looking for &#8212; how to use language in a story or puzzle and not just for flavor/verisimilitude.  Thanks for the extremely thoughtful analysis!</p>
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		<title>By: Mike</title>
		<link>http://www.campaignmastery.com/blog/atgms18-two-dry-words/comment-page-1/#comment-3398</link>
		<dc:creator>Mike</dc:creator>
		<pubDate>Sat, 17 Jul 2010 12:15:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=1917#comment-3398</guid>
		<description>Those really aren&#039;t major limitations, Noumenon. Simply put the spell in a wand and cast it both on yourself and the person you want to talk to.

I am not a big fan of letting skill checks resolve the challenges that are supposed to make situations more interesting - you may as well simply require the characters to make a die roll to decide the outcome of the adventure, it takes all the fun out of it. Puzzles and challenges should always be designed for the players as analogues or metaphors for the problems facing their characters. I would rather hand the players a simple crossword puzzle with the solution to the puzzle being the solution to the riddle than let them solve it with a skill check.</description>
		<content:encoded><![CDATA[<p>Those really aren&#8217;t major limitations, Noumenon. Simply put the spell in a wand and cast it both on yourself and the person you want to talk to.</p>
<p>I am not a big fan of letting skill checks resolve the challenges that are supposed to make situations more interesting &#8211; you may as well simply require the characters to make a die roll to decide the outcome of the adventure, it takes all the fun out of it. Puzzles and challenges should always be designed for the players as analogues or metaphors for the problems facing their characters. I would rather hand the players a simple crossword puzzle with the solution to the puzzle being the solution to the riddle than let them solve it with a skill check.</p>
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		<title>By: Noumenon</title>
		<link>http://www.campaignmastery.com/blog/atgms18-two-dry-words/comment-page-1/#comment-3397</link>
		<dc:creator>Noumenon</dc:creator>
		<pubDate>Sat, 17 Jul 2010 10:27:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=1917#comment-3397</guid>
		<description>Comprehend Languages sucks as is (you have to touch the person who&#039;s talking, and you can&#039;t talk back!)  But if you choose to make it even less worth it, maybe you could let Linguistics skill checks unravel some of those riddles.</description>
		<content:encoded><![CDATA[<p>Comprehend Languages sucks as is (you have to touch the person who&#8217;s talking, and you can&#8217;t talk back!)  But if you choose to make it even less worth it, maybe you could let Linguistics skill checks unravel some of those riddles.</p>
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		<title>By: Geek Ken</title>
		<link>http://www.campaignmastery.com/blog/atgms18-two-dry-words/comment-page-1/#comment-3382</link>
		<dc:creator>Geek Ken</dc:creator>
		<pubDate>Fri, 16 Jul 2010 00:07:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=1917#comment-3382</guid>
		<description>Thanks for summarizing the opinions into a fantastic post. Definitely a lot of food for thought dealing with languages in a campaign. And a good example of thinking about the relative power of items in terms of RP, rather than just their role in a combat.</description>
		<content:encoded><![CDATA[<p>Thanks for summarizing the opinions into a fantastic post. Definitely a lot of food for thought dealing with languages in a campaign. And a good example of thinking about the relative power of items in terms of RP, rather than just their role in a combat.<br />
<span class="cluv">Geek Ken recently posted..<a class="81741392f6 3382" rel="nofollow" href="http://feedproxy.google.com/~r/GeekKen/~3/TTu2ne4ThqY/lack-of-fluff-in-4e-and-mm3.html">Lack of fluff in 4E and MM3</a><span class="heart_tip_box"><img class="heart_tip  3382" alt="My Profile" style="border:0" width="16" height="14" src="http://www.campaignmastery.com/blog/wp-content/plugins/commentluv/images/littleheart.gif"/></span></span></p>
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		<title>By: Johnn</title>
		<link>http://www.campaignmastery.com/blog/atgms18-two-dry-words/comment-page-1/#comment-3375</link>
		<dc:creator>Johnn</dc:creator>
		<pubDate>Thu, 15 Jul 2010 18:57:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=1917#comment-3375</guid>
		<description>Good call on removing GP from the game.</description>
		<content:encoded><![CDATA[<p>Good call on removing GP from the game.</p>
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		<title>By: Trollwind</title>
		<link>http://www.campaignmastery.com/blog/atgms18-two-dry-words/comment-page-1/#comment-3372</link>
		<dc:creator>Trollwind</dc:creator>
		<pubDate>Thu, 15 Jul 2010 18:11:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=1917#comment-3372</guid>
		<description>Awesome post guys.  By far one of your best!

Running campaigns in a pre-Viking-Age Scandinavian setting, the use of language is just as important to maintaining the atmosphere as the setting.  I&#039;m definitely going to put some of the ideas to use when my players are dealing with the Finns and Rus, not to mention the more uncanny cultures like the Alfar.

The way I got my players away from saying gold pieces, is by taking them out of the game.  The two predominant currencies in the campaign are homespun cloth and hack-silver.  Both require measurement and thought to use (and in the case of the cloth, it is bulky and requires protection from the elements).</description>
		<content:encoded><![CDATA[<p>Awesome post guys.  By far one of your best!</p>
<p>Running campaigns in a pre-Viking-Age Scandinavian setting, the use of language is just as important to maintaining the atmosphere as the setting.  I&#8217;m definitely going to put some of the ideas to use when my players are dealing with the Finns and Rus, not to mention the more uncanny cultures like the Alfar.</p>
<p>The way I got my players away from saying gold pieces, is by taking them out of the game.  The two predominant currencies in the campaign are homespun cloth and hack-silver.  Both require measurement and thought to use (and in the case of the cloth, it is bulky and requires protection from the elements).</p>
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		<title>By: Tweets that mention Ask The GMs: Rubbing Two Dry Words Together &#124; Campaign Mastery -- Topsy.com</title>
		<link>http://www.campaignmastery.com/blog/atgms18-two-dry-words/comment-page-1/#comment-3369</link>
		<dc:creator>Tweets that mention Ask The GMs: Rubbing Two Dry Words Together &#124; Campaign Mastery -- Topsy.com</dc:creator>
		<pubDate>Thu, 15 Jul 2010 14:54:50 +0000</pubDate>
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		<description>[...] This post was mentioned on Twitter by JohnnFour, RPG Bloggers Network. RPG Bloggers Network said: Ask The GMs: Rubbing Two Dry Words Together from Campaign Mastery http://goo.gl/fb/QPpvu #RPG [...]</description>
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