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    • DJ_Widget shared an article.

      March 21 at 6:17am
      4 people like this external article.
    • DJ_Widget shared an article.

      December 11, 2012 at 2:47pm
    • DJ_Widget shared an article.

      May 5, 2012 at 3:24pm
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      I've got a know-it-all in a game I'm running: a shade thief who was locked in the main boss' dungeon with the players (he was there when he awoke) named Grimm. Grimm has given the PCs some good information, helped them out of many a scrape - even somehow managed to put a sending stone "bug" on the main baddie to hear his plans. I'm interested to see the reactions on the cliffhanger of the adventure in a week or so when they learn their friend was a know-it-all...and the right hand man of the...

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      May 5, 2012 1:24 PM PDT
      hopefully your players aren't reading this...
      May 6, 2012 9:50 PM PDT
    • jskell27 voted in the poll, "Sneak Attack".

      March 8, 2012 at 11:46pm
      1 person likes this poll.
    • DJ_Widget shared an article.

      March 1, 2012 at 12:35am
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      I'm not sure about this "don't worry about the plot" idea. That's how I used to do things, and sometimes it worked out great, especially when the players rose to the occasion and did unexpected and creative things. But if they just go with the flow, I found that there was always an implied expected outcome to any given challenge or complication. For example, if the evil pirate king attacks all his enemies, there are two obvious outcomes. The alliance is destroyed and the evil pirate king...

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      March 4, 2012 4:20 PM PST
      I don't know if this help's but - I do a "story board" out line of ideas that I have with the names, places, events and monsters that are suppose to be there. I let the players do the rest, sometimes they run "outside" the box which is awesome and sometimes they stay within the boundries, either way I have "some" control of whats going on that way I can adlib at a critical moment in the story if I have to.
      June 21, 2012 6:07 AM PDT
    • DJ_Widget shared an article.

      February 16, 2012 at 1:40am
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      At the end of the day I really do not aim to limit my players and their choices. Almost all of my group are rookies and to limit them seems unfair. That being said I was making a riverworld campaign and I let everyone know that certain races were not in the world. Now my newest player wanted desperately to play a changling (and I hate those guys). I said that "I can't see how to fit this race into my world/story." Then I sat on it... What a great opportunity to have her shine as a roleplayer...

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      February 22, 2012 12:11 PM PST
      In the campaign I'm starting this isnt much a a problem. I have two humans (artificer and ranger), an Eladrin (spellsword), and one Shardmind (Paladin). The Shardmind will be an interesting concept and I plan to use him and his appearance to heavily sway peoples views.
      February 22, 2012 4:36 PM PST
    • DJ_Widget shared an article.

      February 10, 2012 at 12:24am
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      Please make another blogpost about map-fu, so helpful! :]
      [Loved the map youve played with the chicken robot crew! Any tips there? [Or mountains, trees, general things.]]


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      3 people like this discussion post.
      February 22, 2012 1:06 PM PST
      I usually draw my maps on the battle mat as rooms are exposed for my players, so they don't get to see what's coming up. Some of them can keep OOC knowledge separate, some of them can't, so its usually easier not to tempt them. I'm also fairly quick and drawing though, so that's not a big deal. I have 2 different size dry/wet erase 1inch square battle mats, I have about 5 sets of map tiles, and a lamenated folding map with a city on one side and a pretty plain colored 1 inch grid on the other,...

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      1 person likes this discussion post.
      April 12, 2012 2:16 PM PDT

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