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Learning How To Roleplay Non-Hack
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<blockquote data-quote="jdavis" data-source="post: 474863" data-attributes="member: 8704"><p>The White Wolf games always had stuff in them about roleplaying things out. Of course the flip side is that no game I have ever played was ever so slanted towards hack-slash as Werewolf.</p><p></p><p>As far as the what to do and what not to do in a setting part, isn't that what the setting books are about. </p><p></p><p>I don't see where the DMG was all that lacking for not covering this stuff in detail, you can't write a chapter on how to pretend to be your characters while roleplaying, or on how to score with Duchessess. There is a whole chapter on worldbuilding and two pages on variant experience awards including a section on story based exp rewards. </p><p></p><p>I am very suprised that there isn't a separate book on this topic out there, sort of a DM training guide as opposed to a rule book. <em>Hints, tips and rule variations for the well rounded Dungeon Master.</em> I'm sure it would sell.</p></blockquote><p></p>
[QUOTE="jdavis, post: 474863, member: 8704"] The White Wolf games always had stuff in them about roleplaying things out. Of course the flip side is that no game I have ever played was ever so slanted towards hack-slash as Werewolf. As far as the what to do and what not to do in a setting part, isn't that what the setting books are about. I don't see where the DMG was all that lacking for not covering this stuff in detail, you can't write a chapter on how to pretend to be your characters while roleplaying, or on how to score with Duchessess. There is a whole chapter on worldbuilding and two pages on variant experience awards including a section on story based exp rewards. I am very suprised that there isn't a separate book on this topic out there, sort of a DM training guide as opposed to a rule book. [I]Hints, tips and rule variations for the well rounded Dungeon Master.[/I] I'm sure it would sell. [/QUOTE]
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