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	<title>Comments on: Five Ways to Make Your Players&#8217; Lives Easier</title>
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	<link>http://www.d20source.com/2009/07/five-ways-to-make-your-players-lives-easier</link>
	<description>A blog for all fans of Dungeons &#38; Dragons.</description>
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		<title>By: Pingwin</title>
		<link>http://www.d20source.com/2009/07/five-ways-to-make-your-players-lives-easier/comment-page-1#comment-74037</link>
		<dc:creator>Pingwin</dc:creator>
		<pubDate>Thu, 03 Sep 2009 13:38:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.d20source.com/?p=1079#comment-74037</guid>
		<description>Usually my players dont just make characters, they also make a party. We have long past the point were everybody makes his character in complete isolation and expects the GM to make it work.

They usually make sure all vital roles are filled (healer, soldier, rogue, mage) and that there are some workable connections between the characters.

They all hand in a bit of freedom compared to creating in isolation, but they know that the freedom is only temporary, as soon as the party starts playing they will have to compromise to make it work anyway.

Btw, if you do steps one and two decently, how can you end up with the examples of situation 5? :)</description>
		<content:encoded><![CDATA[<p>Usually my players dont just make characters, they also make a party. We have long past the point were everybody makes his character in complete isolation and expects the GM to make it work.</p>
<p>They usually make sure all vital roles are filled (healer, soldier, rogue, mage) and that there are some workable connections between the characters.</p>
<p>They all hand in a bit of freedom compared to creating in isolation, but they know that the freedom is only temporary, as soon as the party starts playing they will have to compromise to make it work anyway.</p>
<p>Btw, if you do steps one and two decently, how can you end up with the examples of situation 5? :)</p>
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		<title>By: Gnome Rodeo: The Garden of Gnomish Delights - Gnome Stew, the Game Mastering Blog</title>
		<link>http://www.d20source.com/2009/07/five-ways-to-make-your-players-lives-easier/comment-page-1#comment-72058</link>
		<dc:creator>Gnome Rodeo: The Garden of Gnomish Delights - Gnome Stew, the Game Mastering Blog</dc:creator>
		<pubDate>Thu, 23 Jul 2009 07:32:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.d20source.com/?p=1079#comment-72058</guid>
		<description>[...] Five Ways to Make Your Players&#8217; Lives Easier: Jonathan Drain serves up simple, cogent, useful advice. Number five is the winner: &#8220;Be co-operative and willing to compromise. If your player is dead set on playing a drow in a campaign that you have the drow set up as the main villains, donâ€™t say noâ€”instead, find a way to make it work.&#8221; Amen to that. [...]</description>
		<content:encoded><![CDATA[<p>[...] Five Ways to Make Your Players&#8217; Lives Easier: Jonathan Drain serves up simple, cogent, useful advice. Number five is the winner: &#8220;Be co-operative and willing to compromise. If your player is dead set on playing a drow in a campaign that you have the drow set up as the main villains, donâ€™t say noâ€”instead, find a way to make it work.&#8221; Amen to that. [...]</p>
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		<title>By: Incredible Vehicle &#183; Grab bag of RPG thoughts</title>
		<link>http://www.d20source.com/2009/07/five-ways-to-make-your-players-lives-easier/comment-page-1#comment-71853</link>
		<dc:creator>Incredible Vehicle &#183; Grab bag of RPG thoughts</dc:creator>
		<pubDate>Sun, 19 Jul 2009 22:33:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.d20source.com/?p=1079#comment-71853</guid>
		<description>[...] Still, I think Changeling would be a good challenge for me; I&#8217;ve learned a few things, and Changeling is one of those games that&#8217;s kind of amazingly open-ended. I mean, there&#8217;s a lot you can focus on in any given game. Off the top of my head, there&#8217;s changeling politics; changelings&#8217; relationship with mortals, family (incl. fetches) or otherwise; various changeling-specific supernatural stuff; and of course conflicts between privateers, True Fae, and changelings. It&#8217;s intimidating, which I&#8217;m guessing is why good GMing advice tells you to consider seriously what your players want. [...]</description>
		<content:encoded><![CDATA[<p>[...] Still, I think Changeling would be a good challenge for me; I&#8217;ve learned a few things, and Changeling is one of those games that&#8217;s kind of amazingly open-ended. I mean, there&#8217;s a lot you can focus on in any given game. Off the top of my head, there&#8217;s changeling politics; changelings&#8217; relationship with mortals, family (incl. fetches) or otherwise; various changeling-specific supernatural stuff; and of course conflicts between privateers, True Fae, and changelings. It&#8217;s intimidating, which I&#8217;m guessing is why good GMing advice tells you to consider seriously what your players want. [...]</p>
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