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<blockquote data-quote="Pielorinho" data-source="post: 699154" data-attributes="member: 259"><p>Yeah: a plan doesn't need to be foolproof. Just make sure it's interesting.</p><p></p><p>If you don't want to spend twenty minutes discussing your plan, don't tell the other characters. Just say, "Back me up -- I have a plan," and go for it.</p><p></p><p>A lousy bluff is sometimes more fun than a good bluff. Did you see Andrew on Buffy this week trying to trick the First Evil? Good stuff, bad bluff.</p><p></p><p>If you remember the basics of your character (sorcerers, stay out of melee range! Clerics, heal your allies! Monks, stun the sorcerers! etc.), then you're good enough; beyond these basics, make combat all about the flash, rather than about the game. My druid last session was spiderclimbing on a cavern ceiling above an underground ocean; when the bad guy started to flee, he let go of the ceiling, twisted his body around, wildshaped into a shark, dove into the water, and began chasing the villain down. Not necessarily the smartest choice, but it was cool.</p><p></p><p>If you see a lever, pull it. You know you want to.</p><p></p><p>Obviously, this advice won't work in all styles of game, and it's possible to take it too far. But a little bit of swashbuckling, of foolish derring-do, can really enliven a campaign.</p><p></p><p>I'm still trying to find the right balance and to change my habits. But that's what I think so far.</p><p></p><p>Daniel</p></blockquote><p></p>
[QUOTE="Pielorinho, post: 699154, member: 259"] Yeah: a plan doesn't need to be foolproof. Just make sure it's interesting. If you don't want to spend twenty minutes discussing your plan, don't tell the other characters. Just say, "Back me up -- I have a plan," and go for it. A lousy bluff is sometimes more fun than a good bluff. Did you see Andrew on Buffy this week trying to trick the First Evil? Good stuff, bad bluff. If you remember the basics of your character (sorcerers, stay out of melee range! Clerics, heal your allies! Monks, stun the sorcerers! etc.), then you're good enough; beyond these basics, make combat all about the flash, rather than about the game. My druid last session was spiderclimbing on a cavern ceiling above an underground ocean; when the bad guy started to flee, he let go of the ceiling, twisted his body around, wildshaped into a shark, dove into the water, and began chasing the villain down. Not necessarily the smartest choice, but it was cool. If you see a lever, pull it. You know you want to. Obviously, this advice won't work in all styles of game, and it's possible to take it too far. But a little bit of swashbuckling, of foolish derring-do, can really enliven a campaign. I'm still trying to find the right balance and to change my habits. But that's what I think so far. Daniel [/QUOTE]
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