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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 5770737" data-attributes="member: 710"><p>1) When providing game advice, don't state it in absolutes, like "talking with guards isn't fun". Provide different interpretations and approaches to issues. Don't make believe you really think there is just one way to do things.</p><p></p><p>2) Fluff vs Reference Manual: </p><p>The rule books should provide stuff that is written "fluffy". In-character descriptions of events and things like that. Make a large enough section of the book fun to read for a player.</p><p></p><p>But when it comes to the hard rules, formulate them clearly, present them in a clean format that is fast to read and works as a reference at the gaming table. Do not shy away from repeating information in a more formal context. </p><p></p><p>3) Points of Light:</p><p>The setting, t he mythology, and all the vague and undefined elements, the cosmology, it's all awesome. Don't throw it out!</p><p></p><p>4) Balance</p><p>It is still important. D&D 4 presents the best attempt at it so far. Don't sacrifice any of that. There must be ways to maintain balance and still appeal to storytellers, grognards and whatnot. </p><p></p><p>Mustrum "Grogn4rd" Ridcully</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 5770737, member: 710"] 1) When providing game advice, don't state it in absolutes, like "talking with guards isn't fun". Provide different interpretations and approaches to issues. Don't make believe you really think there is just one way to do things. 2) Fluff vs Reference Manual: The rule books should provide stuff that is written "fluffy". In-character descriptions of events and things like that. Make a large enough section of the book fun to read for a player. But when it comes to the hard rules, formulate them clearly, present them in a clean format that is fast to read and works as a reference at the gaming table. Do not shy away from repeating information in a more formal context. 3) Points of Light: The setting, t he mythology, and all the vague and undefined elements, the cosmology, it's all awesome. Don't throw it out! 4) Balance It is still important. D&D 4 presents the best attempt at it so far. Don't sacrifice any of that. There must be ways to maintain balance and still appeal to storytellers, grognards and whatnot. Mustrum "Grogn4rd" Ridcully [/QUOTE]
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