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Old 06-03-2005, 10:28 PM   #23
mad=dog
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Join Date: April 18, 2004
Location: Copenhagen
Age: 49
Posts: 549
Don't live near your location. Unfortunately as I'd like to do some serious gaming again and I don't have a group atm. Nevertheless a few pointers from an oldie who's played since the red D&D boxed set was a brand new thing.

My old group defined four fundamentally different ways to play; Cinematic, Epic, Campaign and Hack'n'Slash.

Cinematic is by far the hardest type to play. Everything is played out in scenes and cutscenes. The players will get information the characters don't have and it is a difficult exercise to avoid abusing this knowlegde.
Epic is the second hardest. Dice rolling is kept to an absolute minimum and almost everything is played out in full. A matured group tend to evolve into this type of playing as the characters become epical heroes. A random encouter of orcs just don't carry the same thrill.
Campaign (aka Questing) is the typical way of playing. You play more or less straight by the rules and are in a storyline progressing towards a set goal (e.g. freeing the lands of High Sithalion from the radiations of the Pale Crystal Orb). I suggest you start out playing this way.
Hack'n'Slash is either a single weekend of fun or the result of uninspired DM'ing. Everything is just one big battle. Usually in a multi-layered dungeon with increasing difficulty of monsters as the party descent. Every type of game where dice-rolling and combat is more important than roleplaying your character is Hack'n'Slash. Try to stay clear of it. It's easier, but it get's old real quick.

A few notes if you DM
- Be in control of the situation. Think fast and be inspirational. If you play out a hunchback with a different voice and body posture the players will quickly develop traits for their PCs and increase the player-character bond.
- Never kill a character at random. While this can occur simply rule that the PC is mortally wounded or something and create a roleplaying situation instead. You need experience to know how to keep this at a minimum.
- On the other hand you should not be lenient either. There must be a consequence for the players actions.
- Keep notes and be consistent. You should have the ability to make things up quickly, but always make note of it. "Heinrich - Jailer in Adlonbury. Has iron keys to cell doors". Then you know his name is Heinrich if/when the players return to that location.
- Never make up new rules unless you give yourself at least 10 minutes to half an hour to think things through. Consider the impact on existing rules and establish patterns. Is the change isolated or does it affect other rules as well? Will it affect game balance? Always keep strict notes on these and make sure they are handy (inserts in the rulebooks is a good idea). This is also known as "house rules" - it's a splendid idea to include the players in the process.

A few notes if you PC
- Don't be powerhungry. Don't focus on numbers. Accept the dice or otherwise consult the DM. If you are generally of good spirits and play out 99% of the dice calls the DM may be swayed by a compelling explanation on why that last 1% should be changed.
- There are no reloads. I just mention this because one of my players once said "ohh lord, I wish I could reload right now."
- Get in touch with your character. Make sure that +1 dagger isn't just a +1 dagger, but "Bloodletter - the favoured weapon of Hanarl the Assasin". Develop traits for your character. Alignment is a nice guideline for your disposition, but lacks resolution. Jot down small ideas and keep them with your sheet.

And enough babble from me. Take it as advice and ignore the things that you find useless or redundant. Have fun gaming.
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[url]\"http://www.dsr.kvl.dk/~maddog/isur.jpg\" target=\"_blank\">Ooooookay. I surrender.</a><br />Sometimes I get the eerie feeling that my computer is operating me and not the other way around.
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