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	<title>Comments on: Take another look at your group</title>
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		<title>By: whodo_voodoo</title>
		<link>http://www.gnomestew.com/gming-advice/take-another-look-at-your-group/comment-page-1#comment-5893</link>
		<dc:creator>whodo_voodoo</dc:creator>
		<pubDate>Thu, 14 May 2009 17:28:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3500#comment-5893</guid>
		<description>I&#039;ve just recently started using the 3x3x3 method, by chance it also happens to be a Serenity campaign as well. While I eventually got short backgrounds for each of the characters I was amazed by the sheer number of doors the 3x3x3s opened as most read as basic notes for both an NPC and potential plot hook.

Never thought of using cards for the assets and complications though think I have the perfect one off to give that a try with.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;5893&#039;,&#039;whodo_voodoo&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I&#8217;ve just recently started using the 3&#215;3x3 method, by chance it also happens to be a Serenity campaign as well. While I eventually got short backgrounds for each of the characters I was amazed by the sheer number of doors the 3&#215;3x3s opened as most read as basic notes for both an NPC and potential plot hook.</p>
<p>Never thought of using cards for the assets and complications though think I have the perfect one off to give that a try with.
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		<title>By: Scott Martin</title>
		<link>http://www.gnomestew.com/gming-advice/take-another-look-at-your-group/comment-page-1#comment-5524</link>
		<dc:creator>Scott Martin</dc:creator>
		<pubDate>Thu, 07 May 2009 01:05:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3500#comment-5524</guid>
		<description>&lt;a href=&#039;#comment-5521&#039; rel=&quot;nofollow&quot;&gt;@DrOct&lt;/a&gt; - I&#039;ve done the same thing (mistyping and combining stray versions) many times. I was surprised at how close the setting of psi-run looked, though I suspect there are some big differences too.

&lt;a href=&#039;#comment-5522&#039; rel=&quot;nofollow&quot;&gt;@Tony Graham&lt;/a&gt; - I love that freeform world and character discussion time. It usually doesn&#039;t work for us if there are character sheets and books at hand-- they draw our attention too strongly.

The &quot;one dirty little secret&quot; fits cyberpunk perfectly-- it sounds like a great twist to fit the genre.

&lt;a href=&#039;#comment-5523&#039; rel=&quot;nofollow&quot;&gt;@Martin Ralya&lt;/a&gt; - Thanks!&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;5524&#039;,&#039;Scott Martin&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-5521' rel="nofollow">@DrOct</a> &#8211; I&#8217;ve done the same thing (mistyping and combining stray versions) many times. I was surprised at how close the setting of psi-run looked, though I suspect there are some big differences too.</p>
<p><a href='#comment-5522' rel="nofollow">@Tony Graham</a> &#8211; I love that freeform world and character discussion time. It usually doesn&#8217;t work for us if there are character sheets and books at hand&#8211; they draw our attention too strongly.</p>
<p>The &#8220;one dirty little secret&#8221; fits cyberpunk perfectly&#8211; it sounds like a great twist to fit the genre.</p>
<p><a href='#comment-5523' rel="nofollow">@Martin Ralya</a> &#8211; Thanks!
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		<title>By: Martin Ralya</title>
		<link>http://www.gnomestew.com/gming-advice/take-another-look-at-your-group/comment-page-1#comment-5523</link>
		<dc:creator>Martin Ralya</dc:creator>
		<pubDate>Wed, 06 May 2009 23:35:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3500#comment-5523</guid>
		<description>See, this is what happens when you do a &lt;a href=&quot;http://www.gnomestew.com/top-30-game-mastering-articles&quot; rel=&quot;nofollow&quot;&gt;top 30&lt;/a&gt; -- this article would have been one of my picks, Scott. It&#039;s fantastic!&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;5523&#039;,&#039;Martin Ralya&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>See, this is what happens when you do a <a href="http://www.gnomestew.com/top-30-game-mastering-articles" rel="nofollow">top 30</a> &#8212; this article would have been one of my picks, Scott. It&#8217;s fantastic!
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		<title>By: Tony Graham</title>
		<link>http://www.gnomestew.com/gming-advice/take-another-look-at-your-group/comment-page-1#comment-5522</link>
		<dc:creator>Tony Graham</dc:creator>
		<pubDate>Wed, 06 May 2009 22:01:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3500#comment-5522</guid>
		<description>Love the 3x3x3 system. Strikes me as a simplified version of the Cyberpunk life-experience tables of which I was a big fan. 

I started a group in the past by having an evening of play before the play for character creation, talking about the setting, voicing ideas, mild role-playing, and basic set-up for the first night of adventure. 

The day after that evening, when everything was supposedly in place, I sent out individual emails to the players asking them to tell me one dirty little secret in their character&#039;s background. I was surprised by the range of responses - all of which eventually came into play during the campaign. 

The interesting thing is that as far as I know, it was a long time before the players talked about it with each other. The secrets only came out when they began to have repercussions in-game, emerging naturally within the story, and forcing someone to &#039;fes up - or not - while everyone else was in the dark trying to figure out what was going on. Two of the players had even assumed they were the only ones I&#039;d sent the email to.

On metagaming:
I&#039;m a big proponent of the theory that metagaming = less interesting role-playing but better wargaming. The trick is always finding the right balance for the players &amp; campaign. 

I&#039;m currently finding 4E D&amp;D frustrating because the combat rules, while excellent for a miniature game, are structured to the point of stifling creativity in the action scenes of the game. 

For whatever reason, when a player isn&#039;t completely familiar with the rules they are much more likely to blurt out what they want to do or how they choose to respond instead of thinking inside a box, min/maxing, or always doing the most tactically sound thing.

I confess, I&#039;m a fan of all the possibilities that open when creating new characters, regardless of whether or not it&#039;s a new world. Sometimes, creating a new set of characters within the same campaign setting for a one-shot adventure lets the players and the GM rediscover a freshness to the game.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;5522&#039;,&#039;Tony Graham&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Love the 3&#215;3x3 system. Strikes me as a simplified version of the Cyberpunk life-experience tables of which I was a big fan. </p>
<p>I started a group in the past by having an evening of play before the play for character creation, talking about the setting, voicing ideas, mild role-playing, and basic set-up for the first night of adventure. </p>
<p>The day after that evening, when everything was supposedly in place, I sent out individual emails to the players asking them to tell me one dirty little secret in their character&#8217;s background. I was surprised by the range of responses &#8211; all of which eventually came into play during the campaign. </p>
<p>The interesting thing is that as far as I know, it was a long time before the players talked about it with each other. The secrets only came out when they began to have repercussions in-game, emerging naturally within the story, and forcing someone to &#8216;fes up &#8211; or not &#8211; while everyone else was in the dark trying to figure out what was going on. Two of the players had even assumed they were the only ones I&#8217;d sent the email to.</p>
<p>On metagaming:<br />
I&#8217;m a big proponent of the theory that metagaming = less interesting role-playing but better wargaming. The trick is always finding the right balance for the players &amp; campaign. </p>
<p>I&#8217;m currently finding 4E D&amp;D frustrating because the combat rules, while excellent for a miniature game, are structured to the point of stifling creativity in the action scenes of the game. </p>
<p>For whatever reason, when a player isn&#8217;t completely familiar with the rules they are much more likely to blurt out what they want to do or how they choose to respond instead of thinking inside a box, min/maxing, or always doing the most tactically sound thing.</p>
<p>I confess, I&#8217;m a fan of all the possibilities that open when creating new characters, regardless of whether or not it&#8217;s a new world. Sometimes, creating a new set of characters within the same campaign setting for a one-shot adventure lets the players and the GM rediscover a freshness to the game.
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		<title>By: DrOct</title>
		<link>http://www.gnomestew.com/gming-advice/take-another-look-at-your-group/comment-page-1#comment-5521</link>
		<dc:creator>DrOct</dc:creator>
		<pubDate>Wed, 06 May 2009 21:23:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3500#comment-5521</guid>
		<description>Er &quot;more of an improvised approach to writing your background&quot; is what that was supposed to say, kinda got ruined because I rewrote that a couple times and a few different versions got mixed up...&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;5521&#039;,&#039;DrOct&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Er &#8220;more of an improvised approach to writing your background&#8221; is what that was supposed to say, kinda got ruined because I rewrote that a couple times and a few different versions got mixed up&#8230;
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		<title>By: DrOct</title>
		<link>http://www.gnomestew.com/gming-advice/take-another-look-at-your-group/comment-page-1#comment-5520</link>
		<dc:creator>DrOct</dc:creator>
		<pubDate>Wed, 06 May 2009 21:22:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3500#comment-5520</guid>
		<description>&lt;a href=&#039;#comment-5518&#039; rel=&quot;nofollow&quot;&gt;@Scott Martin&lt;/a&gt; - 

PsiRun looks pretty interesting, though it sounds like it&#039;s more of an improvised or writing of your background by the other players than I what I was talking about, though that&#039;s a similar and equally good idea!&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;5520&#039;,&#039;DrOct&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-5518' rel="nofollow">@Scott Martin</a> &#8211; </p>
<p>PsiRun looks pretty interesting, though it sounds like it&#8217;s more of an improvised or writing of your background by the other players than I what I was talking about, though that&#8217;s a similar and equally good idea!
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		<title>By: DrOct</title>
		<link>http://www.gnomestew.com/gming-advice/take-another-look-at-your-group/comment-page-1#comment-5519</link>
		<dc:creator>DrOct</dc:creator>
		<pubDate>Wed, 06 May 2009 20:36:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3500#comment-5519</guid>
		<description>&lt;a href=&#039;#comment-5518&#039; rel=&quot;nofollow&quot;&gt;@Scott Martin&lt;/a&gt; - 

I have not! I&#039;ll have to check that out!&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;5519&#039;,&#039;DrOct&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-5518' rel="nofollow">@Scott Martin</a> &#8211; </p>
<p>I have not! I&#8217;ll have to check that out!
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		<title>By: Scott Martin</title>
		<link>http://www.gnomestew.com/gming-advice/take-another-look-at-your-group/comment-page-1#comment-5518</link>
		<dc:creator>Scott Martin</dc:creator>
		<pubDate>Wed, 06 May 2009 20:28:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3500#comment-5518</guid>
		<description>&lt;a href=&#039;#comment-5517&#039; rel=&quot;nofollow&quot;&gt;@DrOct&lt;/a&gt; - Have you ever heard of &lt;a href=&quot;http://roleplayers.meetup.com/95/boards/view/viewthread?thread=4007760&quot; rel=&quot;nofollow&quot;&gt;PsiRun&lt;/a&gt;? I believe the default setting is almost exactly what you list.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;5518&#039;,&#039;Scott Martin&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-5517' rel="nofollow">@DrOct</a> &#8211; Have you ever heard of <a href="http://roleplayers.meetup.com/95/boards/view/viewthread?thread=4007760" rel="nofollow">PsiRun</a>? I believe the default setting is almost exactly what you list.
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		<title>By: DrOct</title>
		<link>http://www.gnomestew.com/gming-advice/take-another-look-at-your-group/comment-page-1#comment-5517</link>
		<dc:creator>DrOct</dc:creator>
		<pubDate>Wed, 06 May 2009 19:53:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3500#comment-5517</guid>
		<description>This post, specifically the bits about meta-game knowledge crashed into some other thoughts I&#039;ve been having about the idea of amnesia in games and I came up with some interesting ideas about character backgrounds.

I&#039;ve posted in a bit more detail at my blog: http://droct.vox.com/library/post/amnesiac-rpg-characters.html (and cross posted to my other one: http://droct.livejournal.com/140784.html where there might be a little more discussion (and where people can comment with openID names))

But it boils down to this: What if you had a group start with with amnesia, and they had to figure out their backgrounds, how they got to where they are, and why they&#039;re together, as they went forward.  Further, what if players wrote backgrounds for &lt;i&gt;other&lt;/i&gt; players so they wouldn&#039;t know their own background?&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;5517&#039;,&#039;DrOct&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>This post, specifically the bits about meta-game knowledge crashed into some other thoughts I&#8217;ve been having about the idea of amnesia in games and I came up with some interesting ideas about character backgrounds.</p>
<p>I&#8217;ve posted in a bit more detail at my blog: <a href="http://droct.vox.com/library/post/amnesiac-rpg-characters.html" rel="nofollow">http://droct.vox.com/library/post/amnesiac-rpg-characters.html</a> (and cross posted to my other one: <a href="http://droct.livejournal.com/140784.html" rel="nofollow">http://droct.livejournal.com/140784.html</a> where there might be a little more discussion (and where people can comment with openID names))</p>
<p>But it boils down to this: What if you had a group start with with amnesia, and they had to figure out their backgrounds, how they got to where they are, and why they&#8217;re together, as they went forward.  Further, what if players wrote backgrounds for <i>other</i> players so they wouldn&#8217;t know their own background?
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		<title>By: Lee Hanna</title>
		<link>http://www.gnomestew.com/gming-advice/take-another-look-at-your-group/comment-page-1#comment-5516</link>
		<dc:creator>Lee Hanna</dc:creator>
		<pubDate>Wed, 06 May 2009 17:45:46 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3500#comment-5516</guid>
		<description>@Scott: I&#039;ve done Serenity before, and used 3x3x3, but the idea of matched cards for complications &amp; the like-- that was worth the price of admission today!!&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;5516&#039;,&#039;Lee Hanna&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>@Scott: I&#8217;ve done Serenity before, and used 3&#215;3x3, but the idea of matched cards for complications &amp; the like&#8211; that was worth the price of admission today!!
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		<title>By: Scott Martin</title>
		<link>http://www.gnomestew.com/gming-advice/take-another-look-at-your-group/comment-page-1#comment-5515</link>
		<dc:creator>Scott Martin</dc:creator>
		<pubDate>Wed, 06 May 2009 17:36:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3500#comment-5515</guid>
		<description>&lt;a href=&#039;#comment-5513&#039; rel=&quot;nofollow&quot;&gt;@tman&lt;/a&gt; - Glad you like the method--I&#039;ve used its like before, but I really like formalizing it as presented. I&#039;m also interested in seeing what Telas&#039;s musings result in as a post...

&lt;a href=&#039;#comment-5514&#039; rel=&quot;nofollow&quot;&gt;@LesInk&lt;/a&gt; - That&#039;s very much how we did it; we filled out our character sheets minus advantages and complications. Those we wrote on a matched set of color coded 3x5 cards-- one for the player, one for the GM.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;5515&#039;,&#039;Scott Martin&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-5513' rel="nofollow">@tman</a> &#8211; Glad you like the method&#8211;I&#8217;ve used its like before, but I really like formalizing it as presented. I&#8217;m also interested in seeing what Telas&#8217;s musings result in as a post&#8230;</p>
<p><a href='#comment-5514' rel="nofollow">@LesInk</a> &#8211; That&#8217;s very much how we did it; we filled out our character sheets minus advantages and complications. Those we wrote on a matched set of color coded 3&#215;5 cards&#8211; one for the player, one for the GM.
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		<title>By: LesInk</title>
		<link>http://www.gnomestew.com/gming-advice/take-another-look-at-your-group/comment-page-1#comment-5514</link>
		<dc:creator>LesInk</dc:creator>
		<pubDate>Wed, 06 May 2009 17:15:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3500#comment-5514</guid>
		<description>I&#039;m thinking out loud here (and probably a bit off track), but it almost sounds like it would be neat to have a group of 3x5 cards that provide background elements for characters which work out to game mechanics with the GM.  For example, &quot;Friend of Sam&quot; gives you a +5 bonus to your gather information ability when you are in the town of X.  It would give the players technical incentives to get to use their link to Sam.  GM would just request the player to role play the scenario instead of &quot;gimme by +5 since I&#039;m in town X&quot;.  In the same way, a secret could be a penalty instead of a bonus.  Only the player and the GM need to know what&#039;s on the 3x5 cards.  Course, if NPC Sam is an enemy of the party, that becomes a secret pretty quick too.
Sorry if I&#039;m thinking out loud.  And I figure this ruins the whole metagaming part too.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;5514&#039;,&#039;LesInk&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I&#8217;m thinking out loud here (and probably a bit off track), but it almost sounds like it would be neat to have a group of 3&#215;5 cards that provide background elements for characters which work out to game mechanics with the GM.  For example, &#8220;Friend of Sam&#8221; gives you a +5 bonus to your gather information ability when you are in the town of X.  It would give the players technical incentives to get to use their link to Sam.  GM would just request the player to role play the scenario instead of &#8220;gimme by +5 since I&#8217;m in town X&#8221;.  In the same way, a secret could be a penalty instead of a bonus.  Only the player and the GM need to know what&#8217;s on the 3&#215;5 cards.  Course, if NPC Sam is an enemy of the party, that becomes a secret pretty quick too.<br />
Sorry if I&#8217;m thinking out loud.  And I figure this ruins the whole metagaming part too.
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		<title>By: tman</title>
		<link>http://www.gnomestew.com/gming-advice/take-another-look-at-your-group/comment-page-1#comment-5513</link>
		<dc:creator>tman</dc:creator>
		<pubDate>Wed, 06 May 2009 16:48:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3500#comment-5513</guid>
		<description>Great article. I&#039;d never heard of the 3x3x3 method, but I love it. I really wish I&#039;d known about that when I started my current campaign. 

I&#039;m having a lot of trouble with the same stuff Telas is mentioning. Telas! Please put some thoughts on pixels with your idea.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;5513&#039;,&#039;tman&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Great article. I&#8217;d never heard of the 3&#215;3x3 method, but I love it. I really wish I&#8217;d known about that when I started my current campaign. </p>
<p>I&#8217;m having a lot of trouble with the same stuff Telas is mentioning. Telas! Please put some thoughts on pixels with your idea.
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		<title>By: Kurt "Telas" Schneider</title>
		<link>http://www.gnomestew.com/gming-advice/take-another-look-at-your-group/comment-page-1#comment-5512</link>
		<dc:creator>Kurt "Telas" Schneider</dc:creator>
		<pubDate>Wed, 06 May 2009 16:00:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3500#comment-5512</guid>
		<description>&lt;a href=&#039;#comment-5511&#039; rel=&quot;nofollow&quot;&gt;@Scott Martin&lt;/a&gt; - Nothing specific, but I am trying to find the sweet spot where character secrets, metagame knowledge, and character efficacy can all get along gracefully.  

Which probably leads to a low-mortality setting, where sub-optimal decisions won&#039;t necessarily get you killed.  OTOH, low mortality seems to conflict with my &quot;risk = reward&quot; instinct. 

Wow, I think I just found my next article...&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;5512&#039;,&#039;Kurt \&quot;Telas\&quot; Schneider&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-5511' rel="nofollow">@Scott Martin</a> &#8211; Nothing specific, but I am trying to find the sweet spot where character secrets, metagame knowledge, and character efficacy can all get along gracefully.  </p>
<p>Which probably leads to a low-mortality setting, where sub-optimal decisions won&#8217;t necessarily get you killed.  OTOH, low mortality seems to conflict with my &#8220;risk = reward&#8221; instinct. </p>
<p>Wow, I think I just found my next article&#8230;
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		<title>By: Scott Martin</title>
		<link>http://www.gnomestew.com/gming-advice/take-another-look-at-your-group/comment-page-1#comment-5511</link>
		<dc:creator>Scott Martin</dc:creator>
		<pubDate>Wed, 06 May 2009 15:30:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3500#comment-5511</guid>
		<description>&lt;a href=&#039;#comment-5508&#039; rel=&quot;nofollow&quot;&gt;@Cole&lt;/a&gt; - The group concept is largely done for us by the setting; we&#039;re the crew of a ship. It was an interesting balance: making sure we&#039;d get hired and be seen useful, while concealing our flaws.

&lt;a href=&#039;#comment-5509&#039; rel=&quot;nofollow&quot;&gt;@Troy E. Taylor&lt;/a&gt; - I need to reclaim that viewpoint for my NPCs; too often lately, they&#039;ve been somewhat interesting but doomed to die by the end of the encounter. Hard to get attached, you know?

&lt;a href=&#039;#comment-5510&#039; rel=&quot;nofollow&quot;&gt;@Kurt &quot;Telas&quot; Schneider&lt;/a&gt; - Is there anything specific that the commenters or I can do to help?&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;5511&#039;,&#039;Scott Martin&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-5508' rel="nofollow">@Cole</a> &#8211; The group concept is largely done for us by the setting; we&#8217;re the crew of a ship. It was an interesting balance: making sure we&#8217;d get hired and be seen useful, while concealing our flaws.</p>
<p><a href='#comment-5509' rel="nofollow">@Troy E. Taylor</a> &#8211; I need to reclaim that viewpoint for my NPCs; too often lately, they&#8217;ve been somewhat interesting but doomed to die by the end of the encounter. Hard to get attached, you know?</p>
<p><a href='#comment-5510' rel="nofollow">@Kurt &#8220;Telas&#8221; Schneider</a> &#8211; Is there anything specific that the commenters or I can do to help?
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