Okay, speaking of which, I would like to raise a topic for discussion that crept into the "world building thread".
E is an English only site, but some times a roleplay requires the use of foreign languages.
I've used a number of different ways of doing this.
1) Utilisez "Google Translate" pour traduire l'anglais dans la langue que vous voulez, puis ajouter une traduction après, en italique. Use "Google Translate" to translate the English into the language you want, then add a translation after, in italics. (Using Google Translate it is always best to translate the translation back into English, otherwise you could give someone who knows the language a really good giggle).
2) La même chose, mais utiliser une note de mettre la traduction à la fin du post.1
3) Use different colours to denote different languages. I've found this one works best in a one-on-one where a lot of different languages are being used, but I've only ever tried it once in a group game.
4) The universal translator. Great in any sci-fi or cyberpunk game, and can also be used in fantasy settings. Basically everyone in the known universe speaks English (Except Americans) (*kidding*) and they can all understand each other. Unfortunately, this one doesn't work in present day or historical settings.
 The same, but use a note to the translation at the end of post.
I prefer either the text-based or tag-based method, which you haven't listed
Text-based is "and he added in Italian (text in English/Russian/whatever the main language of the game)".
Tag-based is writing the original language, et ensuite on ajoute la traduction dans un "tag".
And then you add the translation in a tag.
Alright, someone please tell me I'm not alone at being frustrated by this.
(Note, I'm not talking about anyone in particular... just the general trend)
One Day Love Stories...
This happens a -lot- in group games. You'll have two characters who have absolutely no history together, who just meet when game starts. They hit it off and are interested in one another. That's awesome. They sleep together, look into one another's eyes and say "I love you"... which would be fine if in game, only a freaking day had passed since they met. To me, this is ridiculously unrealistic. Real people don't fall in love in one day. It takes time to develop real feelings for someone.
Really, they don't? Are you claiming I'm not a real person or what
Mind you, I'm not claiming that it's smart to fall for someone you barely know. But if it hasn't happened to you, doesn't mean it doesn't happen to others. And my characters don't always do the smartest, most cautious thing out there.
I might even have the nagging feeling something is not going to end well for them. They'd do it all the same. And I'm going to enjoy it
As an aside, your post reminds me of a story I was told on another forum. A GM asked his group to make "realistic" characters for their next game. They did, he looked at the skills and equipment, and sighed in desperation.
"Real people don't have practice in shooting and don't own so many guns!"
Then he realised he had just uttered the above line in front of a group consisting mostly of NRA members, IIRC, a police officer, a gun collector, and a couple hunters, each owning several shotguns
He really, really should have asked them to make less combat-ready characters instead of "realistic" ones
Same thing here. I wouldn't have laughed so much at your post if you had asked why most characters aren't cautious. But "that's unrealistic" just had me LOLing for real.
"There are more things in heaven and earth, Horatio,
Than are dreamt of in your philosophy"
(Hamlet, Act 1 Scene 5, by William Shakespeare).
And if you ask why the characters aren't more cautious, I have a simple answer to that one, too.
Because we play characters that would be fun to play. That doesn't mean we always have to play characters that fall for someone the day after they had sex, or after just a date with no sex. But playing them is an option.
Is this kind of people going to feature in stories here disproportionately more often than you meet them IRL? Sure. But then, pick any action-based game on E., and you're likely to notice the main characters are disproportionately more often to risk life and limb than a random selection of 100 people
. And if you go for a superhero or fantasy story, you're certain to notice that people there exhibit magical or superpowers disproportionately more often than they do IRL.
TL;dr we don't make stories for the statistical averages, but specific people. And these might deviate quite significantly from the norm