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<blockquote data-quote="(un)reason" data-source="post: 6142807" data-attributes="member: 27780"><p><strong><u>Dragon Issue 321: July 2004</u></strong></p><p></p><p></p><p>part 7/8</p><p></p><p></p><p>Dungeoncraft: Monte is still talking about characterisation, but this time he's a little more specific, with advice aimed at making characters distinct when you only have a few important features for each one and have to get them across within a minute or two. It's a little more interesting than last time, but still feels very much like stuff we've heard before, and oddly enough, the formatting feels more like Johnn's work than Monte's usual. I'm not sure what to make of that. Cribbing off each other's notes? Well, I can't say I'm too surprised, even if I am a little disappointed. </p><p></p><p></p><p>DM's toolbox: Oddly enough, while Monte is busy being boring, Johnn is in a more playful mood than usual, talking about creating ironic situations to amuse yourself and your players. This means there is a fairly substantial amount of sadism and metagame thinking here, as players can collude in this, having their characters do things that they know would bad for them, but entertaining for the game. But there's also cases where the DM can laugh at the players, setting up a situation that has a simple solution if done right, but can go oh so very wrong if it isn't. There's also the ironies that arise entirely unintentionally, simply from characters being themselves, or the rules encouraging things that simply wouldn't happen in a pure narrative. After a whole load of sensible advice, encouraging us to loosen up and embrace the ridiculous parts of what we do comes as very welcome, and will make the dramatic parts seem all the more so by contrast, doncha think?</p></blockquote><p></p>
[QUOTE="(un)reason, post: 6142807, member: 27780"] [B][U]Dragon Issue 321: July 2004[/U][/B] part 7/8 Dungeoncraft: Monte is still talking about characterisation, but this time he's a little more specific, with advice aimed at making characters distinct when you only have a few important features for each one and have to get them across within a minute or two. It's a little more interesting than last time, but still feels very much like stuff we've heard before, and oddly enough, the formatting feels more like Johnn's work than Monte's usual. I'm not sure what to make of that. Cribbing off each other's notes? Well, I can't say I'm too surprised, even if I am a little disappointed. DM's toolbox: Oddly enough, while Monte is busy being boring, Johnn is in a more playful mood than usual, talking about creating ironic situations to amuse yourself and your players. This means there is a fairly substantial amount of sadism and metagame thinking here, as players can collude in this, having their characters do things that they know would bad for them, but entertaining for the game. But there's also cases where the DM can laugh at the players, setting up a situation that has a simple solution if done right, but can go oh so very wrong if it isn't. There's also the ironies that arise entirely unintentionally, simply from characters being themselves, or the rules encouraging things that simply wouldn't happen in a pure narrative. After a whole load of sensible advice, encouraging us to loosen up and embrace the ridiculous parts of what we do comes as very welcome, and will make the dramatic parts seem all the more so by contrast, doncha think? [/QUOTE]
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