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	<title>Comments on: Bringing on the next generation, Part One: Player Peers</title>
	<atom:link href="http://www.campaignmastery.com/blog/player-peers/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.campaignmastery.com/blog/player-peers/</link>
	<description>Expert tips and how-to's on every aspect of creating and running exceptional campaigns.</description>
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		<title>By: Squigot</title>
		<link>http://www.campaignmastery.com/blog/player-peers/comment-page-1/#comment-2349</link>
		<dc:creator>Squigot</dc:creator>
		<pubDate>Mon, 22 Mar 2010 15:48:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=1257#comment-2349</guid>
		<description>Even if i am quite experienced at creating and playing PC, i find very difficult to help new players without falling in a world made only of rule. I hope to improve soon in my mentoring tasks. Thank you</description>
		<content:encoded><![CDATA[<p>Even if i am quite experienced at creating and playing PC, i find very difficult to help new players without falling in a world made only of rule. I hope to improve soon in my mentoring tasks. Thank you</p>
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		<title>By: Tyson J. Hayes</title>
		<link>http://www.campaignmastery.com/blog/player-peers/comment-page-1/#comment-1387</link>
		<dc:creator>Tyson J. Hayes</dc:creator>
		<pubDate>Fri, 18 Dec 2009 21:54:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=1257#comment-1387</guid>
		<description>Personally I have a hard time killing PC&#039;s even though I try to keep the veiled threat there.  As a player I spend time crafting my character into existence to let him be snuffed out so callously.  If a character is snubbed to early I tend to come back with generic fighter A or snobby cleric B etc.  Cardboard cut outs of people.

It&#039;s not that I&#039;m trying to punish the GM or force him into not killing me but if I&#039;m spending a ton of time on a character I expect to be able to play as the character for some time.
.-= Tyson J. Hayes&#180;s last blog ..&lt;a href=&quot;http://feedproxy.google.com/~r/ApathyGames/~3/FW0UdATgINU/&quot;&gt;Leveling Up My Roleplaying Skills&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p>Personally I have a hard time killing PC&#8217;s even though I try to keep the veiled threat there.  As a player I spend time crafting my character into existence to let him be snuffed out so callously.  If a character is snubbed to early I tend to come back with generic fighter A or snobby cleric B etc.  Cardboard cut outs of people.</p>
<p>It&#8217;s not that I&#8217;m trying to punish the GM or force him into not killing me but if I&#8217;m spending a ton of time on a character I expect to be able to play as the character for some time.<br />
<span class="cluv"> Tyson J. Hayes&#180;s last blog ..<a href="http://feedproxy.google.com/~r/ApathyGames/~3/FW0UdATgINU/">Leveling Up My Roleplaying Skills</a> <span class="heart_tip_box"><img class="heart_tip" alt="My ComLuv Profile" border="0" width="16" height="14" src="http://www.campaignmastery.com/blog/wp-content/plugins/commentluv/images/littleheart.gif"/></span></span></p>
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		<title>By: Best Encouragement Words After Break Up - The Blog Planet</title>
		<link>http://www.campaignmastery.com/blog/player-peers/comment-page-1/#comment-1386</link>
		<dc:creator>Best Encouragement Words After Break Up - The Blog Planet</dc:creator>
		<pubDate>Fri, 18 Dec 2009 19:30:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=1257#comment-1386</guid>
		<description>[...] Bringing on the next generation, Part One: Player Peers &#124; Campaign &#8230; [...]</description>
		<content:encoded><![CDATA[<p>[...] Bringing on the next generation, Part One: Player Peers | Campaign &#8230; [...]</p>
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		<title>By: Leveling Up My Roleplaying Skills &#124; Apathy Games</title>
		<link>http://www.campaignmastery.com/blog/player-peers/comment-page-1/#comment-1385</link>
		<dc:creator>Leveling Up My Roleplaying Skills &#124; Apathy Games</dc:creator>
		<pubDate>Fri, 18 Dec 2009 17:01:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=1257#comment-1385</guid>
		<description>[...] of  Campaign Mastery wrote an article about  players teaching players. While he offered some great advice, what I remember most about the article is his story about [...]</description>
		<content:encoded><![CDATA[<p>[...] of  Campaign Mastery wrote an article about  players teaching players. While he offered some great advice, what I remember most about the article is his story about [...]</p>
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		<title>By: Mike</title>
		<link>http://www.campaignmastery.com/blog/player-peers/comment-page-1/#comment-1383</link>
		<dc:creator>Mike</dc:creator>
		<pubDate>Fri, 18 Dec 2009 07:51:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=1257#comment-1383</guid>
		<description>@ Tyson: Yeah, it really does add to the longevity of the character when you have fun playing it, and the more completely you can put on his skin (in an environment where &quot;The Gods&quot; (ie the GM) are secretly on your side, the more avenues for fun that you have.

Glad to hear that I&#039;ve inspired you, and I look forward to reading your post on meeting friends - make sure you leave a link to it here!

@Johnn: The process that I use depends on the character. Often, I can deal with most of the process almost subconsciously and just start writing, at other times I have to employ an even more rigourous procedure. Practice and experience usually enables me to single out the most important aspects of the character. More importantly (in terms of performing behind the screen) I have learned to take the process in the other direction, from character concept to characteristics and skills.

My campaigns rarely have early PC deaths, but when they do occur, some form of escape clause can get sometimes be called in (Ressurection spells or whatever). When there is no way around the death, there is more regret for lost potential than anything else, like any premature death. Because you can take a character concept and personality from one game to another, though, there is usually an avenue for the recycling of characters that had masses of unrealised potential. What I have found is that a substantial background makes players become that much more invested in the life of their characters, and that little bit more cautious about protecting the life of the PC, or that little bit more determined to make sure that while the character lives, he really LIVES, if you get me.</description>
		<content:encoded><![CDATA[<p>@ Tyson: Yeah, it really does add to the longevity of the character when you have fun playing it, and the more completely you can put on his skin (in an environment where &#8220;The Gods&#8221; (ie the GM) are secretly on your side, the more avenues for fun that you have.</p>
<p>Glad to hear that I&#8217;ve inspired you, and I look forward to reading your post on meeting friends &#8211; make sure you leave a link to it here!</p>
<p>@Johnn: The process that I use depends on the character. Often, I can deal with most of the process almost subconsciously and just start writing, at other times I have to employ an even more rigourous procedure. Practice and experience usually enables me to single out the most important aspects of the character. More importantly (in terms of performing behind the screen) I have learned to take the process in the other direction, from character concept to characteristics and skills.</p>
<p>My campaigns rarely have early PC deaths, but when they do occur, some form of escape clause can get sometimes be called in (Ressurection spells or whatever). When there is no way around the death, there is more regret for lost potential than anything else, like any premature death. Because you can take a character concept and personality from one game to another, though, there is usually an avenue for the recycling of characters that had masses of unrealised potential. What I have found is that a substantial background makes players become that much more invested in the life of their characters, and that little bit more cautious about protecting the life of the PC, or that little bit more determined to make sure that while the character lives, he really LIVES, if you get me.</p>
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		<title>By: Johnn</title>
		<link>http://www.campaignmastery.com/blog/player-peers/comment-page-1/#comment-1382</link>
		<dc:creator>Johnn</dc:creator>
		<pubDate>Fri, 18 Dec 2009 05:42:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=1257#comment-1382</guid>
		<description>Great article Mike. It&#039;s a mindset and a tricky dance between GM and players whether a campaign leans toward 1, 2 or 3D PCs.

Question. That was a rigorous process Chris took your character through. Do you employ it in your games? If so, how do your players handle early PC deaths? Does it discourage them from making another fully fleshed out PC?</description>
		<content:encoded><![CDATA[<p>Great article Mike. It&#8217;s a mindset and a tricky dance between GM and players whether a campaign leans toward 1, 2 or 3D PCs.</p>
<p>Question. That was a rigorous process Chris took your character through. Do you employ it in your games? If so, how do your players handle early PC deaths? Does it discourage them from making another fully fleshed out PC?</p>
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		<title>By: Tyson J. Hayes</title>
		<link>http://www.campaignmastery.com/blog/player-peers/comment-page-1/#comment-1380</link>
		<dc:creator>Tyson J. Hayes</dc:creator>
		<pubDate>Fri, 18 Dec 2009 04:14:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=1257#comment-1380</guid>
		<description>I did miss your bit on &quot;For a change, it’s not directed at GMs, but at Players&quot; but my thoughts were more directed towards how and when he taught you the rules, which looking again, we do agree upon.  Serves me right for reading and commenting at work when I can only half pay attention. :)

Glancing through the article again does remind me of learning the game myself and coming to my own realization that these were real people.  I still remember a couple of years ago finally making that connection to one character I was playing.

It came about when I was making the skills for him and was trying to justify some bonuses I wanted.  So I developed a back story to explain it and the entire character took on a life of his own.  He was deep, complex, and motivated.  In the end he ascended to be the patron god of loyalty as he was so loyal to his party and gave his life trying to save them.

Your post also inspired me to write a post on meeting friends over the gaming table (which will be posting tomorrow).  Look forward to seeing how you finish this.
.-= Tyson J. Hayes&#180;s last blog ..&lt;a href=&quot;http://feedproxy.google.com/~r/ApathyGames/~3/iQ_B3UY-Xpg/&quot;&gt;Open Game Table Vol. 2 – Call for Submissions&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p>I did miss your bit on &#8220;For a change, it’s not directed at GMs, but at Players&#8221; but my thoughts were more directed towards how and when he taught you the rules, which looking again, we do agree upon.  Serves me right for reading and commenting at work when I can only half pay attention. :)</p>
<p>Glancing through the article again does remind me of learning the game myself and coming to my own realization that these were real people.  I still remember a couple of years ago finally making that connection to one character I was playing.</p>
<p>It came about when I was making the skills for him and was trying to justify some bonuses I wanted.  So I developed a back story to explain it and the entire character took on a life of his own.  He was deep, complex, and motivated.  In the end he ascended to be the patron god of loyalty as he was so loyal to his party and gave his life trying to save them.</p>
<p>Your post also inspired me to write a post on meeting friends over the gaming table (which will be posting tomorrow).  Look forward to seeing how you finish this.<br />
<span class="cluv"> Tyson J. Hayes&#180;s last blog ..<a href="http://feedproxy.google.com/~r/ApathyGames/~3/iQ_B3UY-Xpg/">Open Game Table Vol. 2 – Call for Submissions</a> <span class="heart_tip_box"><img class="heart_tip" alt="My ComLuv Profile" border="0" width="16" height="14" src="http://www.campaignmastery.com/blog/wp-content/plugins/commentluv/images/littleheart.gif"/></span></span></p>
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		<title>By: Mike</title>
		<link>http://www.campaignmastery.com/blog/player-peers/comment-page-1/#comment-1379</link>
		<dc:creator>Mike</dc:creator>
		<pubDate>Fri, 18 Dec 2009 03:29:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=1257#comment-1379</guid>
		<description>I don&#039;t think we actually disagree all that much, Tyson. Your series focusses on what the GM should do when introducing a new player, my article focusses on what a fellow player should do. The two harmonise pretty well. As you say, &quot;the players are the ones that are going to ultimately keep the new player around&quot;. Perhaps you missed the last paragraph of the introductory section, wherein I say &quot;For a change, it’s not directed at GMs, but at Players&quot;?

It&#039;s amusing (now) to actually compare your list with that first experience at roleplaying, in which the players (in general) did &lt;em&gt;not&lt;/em&gt; keep me around, but Chris &lt;em&gt;did&lt;/em&gt;. At the time, I was just cheesed off with their attitude.

Chris taught me how to take a character defined by game mechanics and treat it like a living, breathing, personality, and how to get inside that character&#039;s head. &lt;em&gt;That&#039;s&lt;/em&gt; roleplaying.</description>
		<content:encoded><![CDATA[<p>I don&#8217;t think we actually disagree all that much, Tyson. Your series focusses on what the GM should do when introducing a new player, my article focusses on what a fellow player should do. The two harmonise pretty well. As you say, &#8220;the players are the ones that are going to ultimately keep the new player around&#8221;. Perhaps you missed the last paragraph of the introductory section, wherein I say &#8220;For a change, it’s not directed at GMs, but at Players&#8221;?</p>
<p>It&#8217;s amusing (now) to actually compare your list with that first experience at roleplaying, in which the players (in general) did <em>not</em> keep me around, but Chris <em>did</em>. At the time, I was just cheesed off with their attitude.</p>
<p>Chris taught me how to take a character defined by game mechanics and treat it like a living, breathing, personality, and how to get inside that character&#8217;s head. <em>That&#8217;s</em> roleplaying.</p>
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		<title>By: Tyson J. Hayes</title>
		<link>http://www.campaignmastery.com/blog/player-peers/comment-page-1/#comment-1378</link>
		<dc:creator>Tyson J. Hayes</dc:creator>
		<pubDate>Thu, 17 Dec 2009 20:48:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=1257#comment-1378</guid>
		<description>While I disagree with how you were taught I do agree on the idea on Player Peers teaching new players.  As a GM my focus should be on making sure everyone in the group is having fun as well as getting the new player introduced and playing.  The players though are the the ones that are going to ultimately keep the new player around and get them brushed up on the rules.

We&#039;re actually in week five of an eight week run of Introducing a New Player (http://www.apathygames.com/2009/11/03/apathy-university-introducing-a-new-player-introduction/).  To us we think that rules should be regulated to the side lines, story and roleplaying should be held forward as the ideals. Rules can be taught, getting a player to interact can&#039;t.
.-= Tyson J. Hayes&#180;s last blog ..&lt;a href=&quot;http://feedproxy.google.com/~r/ApathyGames/~3/iQ_B3UY-Xpg/&quot;&gt;Open Game Table Vol. 2 – Call for Submissions&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p>While I disagree with how you were taught I do agree on the idea on Player Peers teaching new players.  As a GM my focus should be on making sure everyone in the group is having fun as well as getting the new player introduced and playing.  The players though are the the ones that are going to ultimately keep the new player around and get them brushed up on the rules.</p>
<p>We&#8217;re actually in week five of an eight week run of Introducing a New Player (<a href="http://www.apathygames.com/2009/11/03/apathy-university-introducing-a-new-player-introduction/" >http://www.apathygames.com/2009/11/03/apathy-university-introducing-a-new-player-introduction/</a>).  To us we think that rules should be regulated to the side lines, story and roleplaying should be held forward as the ideals. Rules can be taught, getting a player to interact can&#8217;t.<br />
<span class="cluv"> Tyson J. Hayes&#180;s last blog ..<a href="http://feedproxy.google.com/~r/ApathyGames/~3/iQ_B3UY-Xpg/">Open Game Table Vol. 2 – Call for Submissions</a> <span class="heart_tip_box"><img class="heart_tip" alt="My ComLuv Profile" border="0" width="16" height="14" src="http://www.campaignmastery.com/blog/wp-content/plugins/commentluv/images/littleheart.gif"/></span></span></p>
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