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My DN Rant (cont'd)
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<blockquote data-quote="Glamdring" data-source="post: 210436" data-attributes="member: 4835"><p>I understand the need to do your own thing. And I understand that not everyone reads the novels. However, as an English Writing graduate and future English teacher, I have bigger issues, and a much larger scope than most DMs (which is why I seldom agree to join a game as a player). The novels are the perfect companion to the game, and it's for the enjoyment of the players that I use them so much. I want my players to read, and make connections, and think critically when playing my games.</p><p></p><p>Further, as a writer, I take the games I write and run and transform them to prose fiction. For someone who would like to see his games become publishable novels, I MUST use the novels and stick to the information there. If I turn in a manuscript to the editors of Wizards and they don't see that I know the world, they'll can my piece. I can't have that. You could say I'm a professional DM. I run my games like I'm working for Wizards of the Coast. Most DMs don't do that. Unfortunately, being a grad student, I don't really have the time to fashion my own campaign world, so I use FR. </p><p></p><p>Also, as a DM, I see myself as a teacher more than anything. Teaching and DMing are very similar. A campaign is a unit plan. An adventure is a fun day of class. Monsters, treasure, experience, and such are the rewards or grades, and the PHB and DMG are the texts. I stand before my group, using the chalkboard, and I do most of the talking (descriptions, dialogue, NPC actions, monster and enemy tactics, etc), and the players (the students) respond to my output. The similarities are there. The novels go hand in hand. The group explores Waterdeep, noting places like the Yawning Portal, Castle Waterdeep, and Blackstaff Tower. I want my gamers to be able to read a Cunningham novel, or the Waterdeep novel itself, and see the similarities with my games. Those connections make for a better game, a better reading experience, and a better understanding of the world, and the game. I can say it any plainer. I suggest DMs try it out and see what happens. Their players will quickly change from roll-players to role-players, which is what the game is all about (aside from the obvious, that being HAVING FUN!)</p><p></p><p>And watch the name calling (troll). Let's try to at least behave like adults. I may have green skin, but I bleed like any other creature out there, except my wounds don't close quite as fast.</p></blockquote><p></p>
[QUOTE="Glamdring, post: 210436, member: 4835"] I understand the need to do your own thing. And I understand that not everyone reads the novels. However, as an English Writing graduate and future English teacher, I have bigger issues, and a much larger scope than most DMs (which is why I seldom agree to join a game as a player). The novels are the perfect companion to the game, and it's for the enjoyment of the players that I use them so much. I want my players to read, and make connections, and think critically when playing my games. Further, as a writer, I take the games I write and run and transform them to prose fiction. For someone who would like to see his games become publishable novels, I MUST use the novels and stick to the information there. If I turn in a manuscript to the editors of Wizards and they don't see that I know the world, they'll can my piece. I can't have that. You could say I'm a professional DM. I run my games like I'm working for Wizards of the Coast. Most DMs don't do that. Unfortunately, being a grad student, I don't really have the time to fashion my own campaign world, so I use FR. Also, as a DM, I see myself as a teacher more than anything. Teaching and DMing are very similar. A campaign is a unit plan. An adventure is a fun day of class. Monsters, treasure, experience, and such are the rewards or grades, and the PHB and DMG are the texts. I stand before my group, using the chalkboard, and I do most of the talking (descriptions, dialogue, NPC actions, monster and enemy tactics, etc), and the players (the students) respond to my output. The similarities are there. The novels go hand in hand. The group explores Waterdeep, noting places like the Yawning Portal, Castle Waterdeep, and Blackstaff Tower. I want my gamers to be able to read a Cunningham novel, or the Waterdeep novel itself, and see the similarities with my games. Those connections make for a better game, a better reading experience, and a better understanding of the world, and the game. I can say it any plainer. I suggest DMs try it out and see what happens. Their players will quickly change from roll-players to role-players, which is what the game is all about (aside from the obvious, that being HAVING FUN!) And watch the name calling (troll). Let's try to at least behave like adults. I may have green skin, but I bleed like any other creature out there, except my wounds don't close quite as fast. [/QUOTE]
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