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	<title>Comments on: Johnny’s Five – Five Ways To Get Your Players On The Other Side Of The Screen</title>
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		<title>By: paddirn</title>
		<link>http://www.gnomestew.com/johnnys-five/johnnys-five-five-ways-to-get-your-players-on-the-other-side-of-the-screen/comment-page-1#comment-6712</link>
		<dc:creator>paddirn</dc:creator>
		<pubDate>Tue, 21 Jul 2009 19:10:23 +0000</pubDate>
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		<description>An awesome game that follows that card deck format you mentioned is Atlas Games&#039; Dungeoneer (http://www.atlas-games.com/dungeoneer/).

Players take turns as the DM and lay out a portion of the dungeon along with a monster, and then each takes turn as a hero collecting magic items/weapons, completing quests, and leveling up. You basically compete to finish more quests than the other guy. Each set has a different theme or you can link them together to make multiple levels of one big dungeon. Pretty sweet for some RPG-lite action.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6712&#039;,&#039;paddirn&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>An awesome game that follows that card deck format you mentioned is Atlas Games&#8217; Dungeoneer (<a href="http://www.atlas-games.com/dungeoneer/" rel="nofollow">http://www.atlas-games.com/dungeoneer/</a>).</p>
<p>Players take turns as the DM and lay out a portion of the dungeon along with a monster, and then each takes turn as a hero collecting magic items/weapons, completing quests, and leveling up. You basically compete to finish more quests than the other guy. Each set has a different theme or you can link them together to make multiple levels of one big dungeon. Pretty sweet for some RPG-lite action.
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		<title>By: DocRyder</title>
		<link>http://www.gnomestew.com/johnnys-five/johnnys-five-five-ways-to-get-your-players-on-the-other-side-of-the-screen/comment-page-1#comment-5905</link>
		<dc:creator>DocRyder</dc:creator>
		<pubDate>Fri, 15 May 2009 02:57:17 +0000</pubDate>
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		<description>The few times I&#039;ve seen players start running monsters/enemies, it turns ugly. The players still playing their PCs inevitably end up taking the actions of the monsters personally, or feeling the monster player is being too efficient/deadly, or some other variant. I will never use that option in my game.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;5905&#039;,&#039;DocRyder&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>The few times I&#8217;ve seen players start running monsters/enemies, it turns ugly. The players still playing their PCs inevitably end up taking the actions of the monsters personally, or feeling the monster player is being too efficient/deadly, or some other variant. I will never use that option in my game.
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		<title>By: John Arcadian</title>
		<link>http://www.gnomestew.com/johnnys-five/johnnys-five-five-ways-to-get-your-players-on-the-other-side-of-the-screen/comment-page-1#comment-5570</link>
		<dc:creator>John Arcadian</dc:creator>
		<pubDate>Mon, 11 May 2009 19:59:30 +0000</pubDate>
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		<description>&lt;a href=&#039;#comment-5568&#039; rel=&quot;nofollow&quot;&gt;@Scott Martin&lt;/a&gt; - I hadn&#039;t seen that. I know there are similar types of things like that out there, and that the idea of a dungeon deck was used in a lot of old dungeon adventures. I&#039;m working on a Creative Commons licensed PDF of the concept. Something simple and easy to use, despite genre or setting. Something you could download and print out on index cards. 

&lt;a href=&#039;#comment-5569&#039; rel=&quot;nofollow&quot;&gt;@Kurt &quot;Telas&quot; Schneider&lt;/a&gt; - I&#039;ve always liked games that blur the lines between GM and player. Letting the players get a taste and feel more involved. The quote by Dave Arneson got me thinking about &quot;gateway drugs&quot; into getting players to GM, or get on the GMs side of the screen, if only a little bit.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;5570&#039;,&#039;John Arcadian&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-5568' rel="nofollow">@Scott Martin</a> &#8211; I hadn&#8217;t seen that. I know there are similar types of things like that out there, and that the idea of a dungeon deck was used in a lot of old dungeon adventures. I&#8217;m working on a Creative Commons licensed PDF of the concept. Something simple and easy to use, despite genre or setting. Something you could download and print out on index cards. </p>
<p><a href='#comment-5569' rel="nofollow">@Kurt &#8220;Telas&#8221; Schneider</a> &#8211; I&#8217;ve always liked games that blur the lines between GM and player. Letting the players get a taste and feel more involved. The quote by Dave Arneson got me thinking about &#8220;gateway drugs&#8221; into getting players to GM, or get on the GMs side of the screen, if only a little bit.
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		<title>By: Kurt "Telas" Schneider</title>
		<link>http://www.gnomestew.com/johnnys-five/johnnys-five-five-ways-to-get-your-players-on-the-other-side-of-the-screen/comment-page-1#comment-5569</link>
		<dc:creator>Kurt "Telas" Schneider</dc:creator>
		<pubDate>Mon, 11 May 2009 19:35:22 +0000</pubDate>
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		<description>I&#039;m a big fan of getting your players to GM, simply because &lt;i&gt;they become better players after a stint behind the screen&lt;/i&gt;.  At the very least, they have an understanding of the GM&#039;s job.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;5569&#039;,&#039;Kurt \&quot;Telas\&quot; Schneider&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I&#8217;m a big fan of getting your players to GM, simply because <i>they become better players after a stint behind the screen</i>.  At the very least, they have an understanding of the GM&#8217;s job.
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		<title>By: Scott Martin</title>
		<link>http://www.gnomestew.com/johnnys-five/johnnys-five-five-ways-to-get-your-players-on-the-other-side-of-the-screen/comment-page-1#comment-5568</link>
		<dc:creator>Scott Martin</dc:creator>
		<pubDate>Mon, 11 May 2009 17:45:23 +0000</pubDate>
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		<description>That link should be: &lt;a href=&quot;http://www.theothergamecompany.com/en/rpgproducts/dungeonbash&quot; rel=&quot;nofollow&quot;&gt;Dungeon Bash&lt;/a&gt;.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;5568&#039;,&#039;Scott Martin&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>That link should be: <a href="http://www.theothergamecompany.com/en/rpgproducts/dungeonbash" rel="nofollow">Dungeon Bash</a>.
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		<title>By: Scott Martin</title>
		<link>http://www.gnomestew.com/johnnys-five/johnnys-five-five-ways-to-get-your-players-on-the-other-side-of-the-screen/comment-page-1#comment-5567</link>
		<dc:creator>Scott Martin</dc:creator>
		<pubDate>Mon, 11 May 2009 17:41:52 +0000</pubDate>
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		<description>Re: a collaborative dungeon. Have you seen The Other Game Company&#039;s &lt;a href=&quot;http://www.theothergamecompany.com/en/rpgproducts/dungeonbash&quot; rel=&quot;nofollow&quot;&gt;Dungeon Bash&lt;/a&gt;? It provides a random dungeon and encounter builder with several different themes for a quick evening of play without a GM.

As a player, I love developing corners of the world that get brought into the main game. Whether it&#039;s a personal Shadow in Amber, or inventing an island homeland for a character in D&amp;D, it&#039;s fun to add a twist to the world. I particularly like the way Aspects in Spirit of the Century create interesting chunks of the world, perfect for adventure!&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;5567&#039;,&#039;Scott Martin&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Re: a collaborative dungeon. Have you seen The Other Game Company&#8217;s <a href="http://www.theothergamecompany.com/en/rpgproducts/dungeonbash" rel="nofollow">Dungeon Bash</a>? It provides a random dungeon and encounter builder with several different themes for a quick evening of play without a GM.</p>
<p>As a player, I love developing corners of the world that get brought into the main game. Whether it&#8217;s a personal Shadow in Amber, or inventing an island homeland for a character in D&amp;D, it&#8217;s fun to add a twist to the world. I particularly like the way Aspects in Spirit of the Century create interesting chunks of the world, perfect for adventure!
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