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[forked thread] What constitutes an edition war?
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<blockquote data-quote="MrMyth" data-source="post: 5598498" data-attributes="member: 61155"><p>Yeah, the suggestion in the DMG2 is to actually act out past events (or even current scenes that the PCs aren't part of) with the players taking the role of important NPCs rather than their own characters. </p><p> </p><p>I totally get it might not be for everyone - indeed, the section has a disclaimer on most of these approaches mentioning the possible pitfalls. But never having really been presented with the idea before, it was fascinating to me, and I tried it in-game - in this case, each PC took on the persona of their patrons (various Gods, an Archdevil, and other Powers allied in a great extraplanar war) and held a grand debate about how to pursue the coming war. That let them set the tone, in character, of how they wanted the game to proceed, and everyone found it a fun and memorable experience. </p><p> </p><p>Anyway, maybe it isn't to your taste, but the advice in these books - both on designing the game and running it - has been pretty impressive. I'm honestly puzzled by what sort of poor advice you've come across. </p><p> </p><p>I admit to being less impressed with the recent DM Kit, which seemed to mostly tread the same ground and leave out some important sections - but the DMG1 and DMG2 were rather universally praised as offering exceptional DM advice.</p></blockquote><p></p>
[QUOTE="MrMyth, post: 5598498, member: 61155"] Yeah, the suggestion in the DMG2 is to actually act out past events (or even current scenes that the PCs aren't part of) with the players taking the role of important NPCs rather than their own characters. I totally get it might not be for everyone - indeed, the section has a disclaimer on most of these approaches mentioning the possible pitfalls. But never having really been presented with the idea before, it was fascinating to me, and I tried it in-game - in this case, each PC took on the persona of their patrons (various Gods, an Archdevil, and other Powers allied in a great extraplanar war) and held a grand debate about how to pursue the coming war. That let them set the tone, in character, of how they wanted the game to proceed, and everyone found it a fun and memorable experience. Anyway, maybe it isn't to your taste, but the advice in these books - both on designing the game and running it - has been pretty impressive. I'm honestly puzzled by what sort of poor advice you've come across. I admit to being less impressed with the recent DM Kit, which seemed to mostly tread the same ground and leave out some important sections - but the DMG1 and DMG2 were rather universally praised as offering exceptional DM advice. [/QUOTE]
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