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Learning How To Roleplay Non-Hack
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<blockquote data-quote="jdavis" data-source="post: 496939" data-attributes="member: 8704"><p>Well um, actually you got me. I never read them till they came up on this thread, but I did find much of the information that would of actually been very useful for a newer DM. I found lots of stuff in there that would of been very useful to me 20 odd years ago when I first started trying to run D&D. Most of the information in there was pretty useless to me now as I figured alot of things out on my own along time ago, as I figure it is pretty useless to anybody who has been playing for years and years, although there was a couple of things that caught my eye and a couple of charts I found very useful. I know how to start and maintain a campaign and how to handle my NPC's already, I learned through trial and error. As for Chapter 6, I took the time to learn about world settings and history already but I can see where many younger players just starting might not know anything about political systems or social class issues. I will give you that there wasn't enough written on the examples for adventures Ideas page (DMG 138-139) for that matter they could of thrown in more stuff in just about every chapter. They also could of done more to flesh out the varient experience rules but most people who have figured out they want more than the general hack/slash have also figured out how to incorporate and flesh out house rules, or they have moved on to another game.</p><p></p><p>For a long time we used a house rule that stated that when you sat down to game any comment you made was considered as coming from your character. This really helped with roleplaying and got us thinking as our characters instead of just being guys roling dice. Looking at any book but the Players handbook during a session is also frowned apon.</p></blockquote><p></p>
[QUOTE="jdavis, post: 496939, member: 8704"] Well um, actually you got me. I never read them till they came up on this thread, but I did find much of the information that would of actually been very useful for a newer DM. I found lots of stuff in there that would of been very useful to me 20 odd years ago when I first started trying to run D&D. Most of the information in there was pretty useless to me now as I figured alot of things out on my own along time ago, as I figure it is pretty useless to anybody who has been playing for years and years, although there was a couple of things that caught my eye and a couple of charts I found very useful. I know how to start and maintain a campaign and how to handle my NPC's already, I learned through trial and error. As for Chapter 6, I took the time to learn about world settings and history already but I can see where many younger players just starting might not know anything about political systems or social class issues. I will give you that there wasn't enough written on the examples for adventures Ideas page (DMG 138-139) for that matter they could of thrown in more stuff in just about every chapter. They also could of done more to flesh out the varient experience rules but most people who have figured out they want more than the general hack/slash have also figured out how to incorporate and flesh out house rules, or they have moved on to another game. For a long time we used a house rule that stated that when you sat down to game any comment you made was considered as coming from your character. This really helped with roleplaying and got us thinking as our characters instead of just being guys roling dice. Looking at any book but the Players handbook during a session is also frowned apon. [/QUOTE]
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