Some tips to avoid confusion.
* Prepare a list of sample names, appropriate to the culture/setting.
* Tailor the equipment list to regions. If a culture doesn't have <item x>, take it off the table as starting options.
* Most importantly, make sure these limitations are communicated *before* character generation. (And preferably, also during character generation.)
Some tips to deal with confusion.
* Bring up the mismatched item (name/gear/whatever), in a neutral manner.
* If the player can't think of an appropriate change, suggest one that fits. If it helps, get the rest of the group involved in the process.
* If the player won't think of an appropriate change, politely part ways for the duration of the game.
Seriously, this is not a burden the GM shoulders alone. The player is as responsible for making the game enjoyable for all involved as the GM. When their character detracts from anyone's fun, it's time to reexamine the situation. The way I see it, the game is a social contract and by participating, you're agreeing to abide by its terms (setting conceits, in this case).






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But its appreciation is very much dependent on the specific players, rather than a generalizable rule.



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