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The Player vs DM attitude
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<blockquote data-quote="Dausuul" data-source="post: 5205610" data-attributes="member: 58197"><p>I agree with this statement if the following words are appended: <em>"...about something that the PCs have to deal with in the future, rather than stuff they've already dealt with in the past."</em></p><p></p><p>The traditional villain monologue is delivered at the denouement of the adventure, and answers (for the benefit of the audience) all the remaining unanswered questions like "Who killed Doctor Littledoo?" and "Why did the sharks have frickin' laser beams on their heads?" As a rule, the answers to these questions become academic once the villain has met his grisly demise.</p><p></p><p>Although... even when the monologue is about important stuff, most players will get bored if you go on for any length of time. Because, not to put too fine a point on it, most DMs are <em>crappy writers</em> and good villain monologues are very hard to do. Right at the climactic moment of the story, you're gonna stop and do a bunch of exposition? You have to make it <em>really</em> tight and compact or it kills the momentum. And that problem is increased by an order of magnitude in an interactive medium like RPGs, where the players expect to participate instead of just sitting and listening.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 5205610, member: 58197"] I agree with this statement if the following words are appended: [I]"...about something that the PCs have to deal with in the future, rather than stuff they've already dealt with in the past."[/I] The traditional villain monologue is delivered at the denouement of the adventure, and answers (for the benefit of the audience) all the remaining unanswered questions like "Who killed Doctor Littledoo?" and "Why did the sharks have frickin' laser beams on their heads?" As a rule, the answers to these questions become academic once the villain has met his grisly demise. Although... even when the monologue is about important stuff, most players will get bored if you go on for any length of time. Because, not to put too fine a point on it, most DMs are [I]crappy writers[/I] and good villain monologues are very hard to do. Right at the climactic moment of the story, you're gonna stop and do a bunch of exposition? You have to make it [I]really[/I] tight and compact or it kills the momentum. And that problem is increased by an order of magnitude in an interactive medium like RPGs, where the players expect to participate instead of just sitting and listening. [/QUOTE]
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