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<blockquote data-quote="(un)reason" data-source="post: 5905228" data-attributes="member: 27780"><p><strong><u>Dragon Issue 276: October 2000</u></strong></p><p></p><p></p><p>part 7/7</p><p></p><p></p><p>Dungeoncraft: Having finished the quiz, Ray goes back and elaborates on his second lesson, about ensuring there's always a secret or two behind your setting elements. Just be careful with messing with your players. Finding out your entire backstory is a lie, and you're actually a brainwashed assassin put in a sleeper position ready to be triggered when a secret evil organisation needs a fall guy is both overdone and very annoying indeed. I do not recommend using it. Most of the other ideas he presents are pretty sweet though. A country is a big complicated place, and finding out that it's been involved in some weird or morally dubious stuff isn't going to make most players feel betrayed, especially if they watch the news regularly and are in touch with the disappointments of reality. It's reinforcement of an existing lesson rather than a new idea, which does make me wonder if we're running out of ground to break, but it's still got some pretty entertaining tricks to liven up your game with. Give us some more depth. You've got the space and security to experiment for a bit without worrying about immediate cancellation. </p><p></p><p></p><p>Dixie goes evil in what's new. The metaplot ..... has arrived. The snail approves, incidentally. </p><p></p><p>The insane clown posse advertise on the back page in eye-hurting fashion. Make it go away. I do not want to have a seizure, or become a juggalo. </p><p></p><p></p><p>As usual, the october issue kicks ass, with the exception of several of the columns that don't really seem to be bothering. The punk aspect of the layout is already toned back a little from last issue, with signs that it'll recede further in the future. With any luck they'll be keeping the good aspects, and eliminating the bad after wildly experimenting for a bit. You'll never improve if you don't shake things up every now and then, push your limits. So let's see what's survived and what's on the chopping board next month.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 5905228, member: 27780"] [B][U]Dragon Issue 276: October 2000[/U][/B] part 7/7 Dungeoncraft: Having finished the quiz, Ray goes back and elaborates on his second lesson, about ensuring there's always a secret or two behind your setting elements. Just be careful with messing with your players. Finding out your entire backstory is a lie, and you're actually a brainwashed assassin put in a sleeper position ready to be triggered when a secret evil organisation needs a fall guy is both overdone and very annoying indeed. I do not recommend using it. Most of the other ideas he presents are pretty sweet though. A country is a big complicated place, and finding out that it's been involved in some weird or morally dubious stuff isn't going to make most players feel betrayed, especially if they watch the news regularly and are in touch with the disappointments of reality. It's reinforcement of an existing lesson rather than a new idea, which does make me wonder if we're running out of ground to break, but it's still got some pretty entertaining tricks to liven up your game with. Give us some more depth. You've got the space and security to experiment for a bit without worrying about immediate cancellation. Dixie goes evil in what's new. The metaplot ..... has arrived. The snail approves, incidentally. The insane clown posse advertise on the back page in eye-hurting fashion. Make it go away. I do not want to have a seizure, or become a juggalo. As usual, the october issue kicks ass, with the exception of several of the columns that don't really seem to be bothering. The punk aspect of the layout is already toned back a little from last issue, with signs that it'll recede further in the future. With any luck they'll be keeping the good aspects, and eliminating the bad after wildly experimenting for a bit. You'll never improve if you don't shake things up every now and then, push your limits. So let's see what's survived and what's on the chopping board next month. [/QUOTE]
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