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	<title>Comments on: Embrace the Familiar</title>
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	<link>http://www.treasuretables.org/2007/08/embrace-the-familiar</link>
	<description>Game mastering advice, ideas &#038; resources &#8226; Dedicated to helping GMs</description>
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		<title>By: Martin</title>
		<link>http://www.treasuretables.org/2007/08/embrace-the-familiar/comment-page-1#comment-12361</link>
		<dc:creator>Martin</dc:creator>
		<pubDate>Tue, 07 Aug 2007 00:00:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=818#comment-12361</guid>
		<description>I had a harder time writing this post than the previous on (about fighting the familiar), which made it an interesting exercise. I&#039;m glad I didn&#039;t muddle it up so much that the point didn&#039;t come across. ;)</description>
		<content:encoded><![CDATA[<p>I had a harder time writing this post than the previous on (about fighting the familiar), which made it an interesting exercise. I&#8217;m glad I didn&#8217;t muddle it up so much that the point didn&#8217;t come across. <img src='http://www.treasuretables.org/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
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		<title>By: ScottM</title>
		<link>http://www.treasuretables.org/2007/08/embrace-the-familiar/comment-page-1#comment-12341</link>
		<dc:creator>ScottM</dc:creator>
		<pubDate>Sun, 05 Aug 2007 22:16:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=818#comment-12341</guid>
		<description>I&#039;m also a fan of the contrast between this entry and the previous one.  The above discussion, especially Micha&#039;s rule of thumb about &quot;play to expectation often, and when you don&#039;t it&#039;ll stand out&quot; is an important point.</description>
		<content:encoded><![CDATA[<p>I&#8217;m also a fan of the contrast between this entry and the previous one.  The above discussion, especially Micha&#8217;s rule of thumb about &#8220;play to expectation often, and when you don&#8217;t it&#8217;ll stand out&#8221; is an important point.</p>
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		<title>By: Sien</title>
		<link>http://www.treasuretables.org/2007/08/embrace-the-familiar/comment-page-1#comment-12339</link>
		<dc:creator>Sien</dc:creator>
		<pubDate>Sun, 05 Aug 2007 14:48:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=818#comment-12339</guid>
		<description>This rule is very correct also in music, and useful for many things other than GMing.</description>
		<content:encoded><![CDATA[<p>This rule is very correct also in music, and useful for many things other than GMing.</p>
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		<title>By: Asmor</title>
		<link>http://www.treasuretables.org/2007/08/embrace-the-familiar/comment-page-1#comment-12336</link>
		<dc:creator>Asmor</dc:creator>
		<pubDate>Sun, 05 Aug 2007 00:24:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=818#comment-12336</guid>
		<description>&lt;i&gt;It will probably be a much more memorable encounter than the others, but only because the others fit the mold.&lt;/i&gt;&lt;i&gt;

Hmm... Do I smell a GM Law in the making?

If everything is equally memorable, nothing is particularly memorable.&lt;/i&gt;</description>
		<content:encoded><![CDATA[<p><i>It will probably be a much more memorable encounter than the others, but only because the others fit the mold.</i><i></p>
<p>Hmm&#8230; Do I smell a GM Law in the making?</p>
<p>If everything is equally memorable, nothing is particularly memorable.</i></p>
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		<title>By: Telas</title>
		<link>http://www.treasuretables.org/2007/08/embrace-the-familiar/comment-page-1#comment-12335</link>
		<dc:creator>Telas</dc:creator>
		<pubDate>Sun, 05 Aug 2007 00:19:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=818#comment-12335</guid>
		<description>Nice contrast with the previous blog entry. :)

Agree with Micah - nothing&#039;s exceptional when &lt;i&gt;everything&lt;/i&gt; is an exception. 

Communication is difficult enough when the information has to pass from NPC to GM to player to character; keeping at least a few stereotypes is a good way to maintain consistency with your players&#039; expectations.</description>
		<content:encoded><![CDATA[<p>Nice contrast with the previous blog entry. <img src='http://www.treasuretables.org/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Agree with Micah &#8211; nothing&#8217;s exceptional when <i>everything</i> is an exception. </p>
<p>Communication is difficult enough when the information has to pass from NPC to GM to player to character; keeping at least a few stereotypes is a good way to maintain consistency with your players&#8217; expectations.</p>
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		<title>By: Micah</title>
		<link>http://www.treasuretables.org/2007/08/embrace-the-familiar/comment-page-1#comment-12334</link>
		<dc:creator>Micah</dc:creator>
		<pubDate>Sat, 04 Aug 2007 21:42:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=818#comment-12334</guid>
		<description>I agree to a large extend with what you&#039;re saying, Martin.  Some people try to break all the RPG cliches at once.  In the spirit of breaking the mold, they allow for anyone to be anything.  No stereotyping.  No cliches.

While these can make for some memorable moments, things get disconcerting when they are the rule and not the exception.  When they meet a cliche, players know how to react.  They know what to expect and what it means to them.  When everyone is different and no one fits a mold, then it is difficult to engage with NPCs.  You just don&#039;t know how to act from the get-go.

My rule of thumb is this: 9 times out of 10, the barbarian chieftan is a hulking brute who is violent and rude.  The players will expect this and know what to do.  1 time out of 10, it is a small woman who is well spoken and polite.  This will throw the players off and make them have to role-play a little more.  It will probably be a much more memorable encounter than the others, but only because the others fit the mold.  Only by having cliches can we appreciate where they are broken.</description>
		<content:encoded><![CDATA[<p>I agree to a large extend with what you&#8217;re saying, Martin.  Some people try to break all the RPG cliches at once.  In the spirit of breaking the mold, they allow for anyone to be anything.  No stereotyping.  No cliches.</p>
<p>While these can make for some memorable moments, things get disconcerting when they are the rule and not the exception.  When they meet a cliche, players know how to react.  They know what to expect and what it means to them.  When everyone is different and no one fits a mold, then it is difficult to engage with NPCs.  You just don&#8217;t know how to act from the get-go.</p>
<p>My rule of thumb is this: 9 times out of 10, the barbarian chieftan is a hulking brute who is violent and rude.  The players will expect this and know what to do.  1 time out of 10, it is a small woman who is well spoken and polite.  This will throw the players off and make them have to role-play a little more.  It will probably be a much more memorable encounter than the others, but only because the others fit the mold.  Only by having cliches can we appreciate where they are broken.</p>
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		<title>By: Yax</title>
		<link>http://www.treasuretables.org/2007/08/embrace-the-familiar/comment-page-1#comment-12333</link>
		<dc:creator>Yax</dc:creator>
		<pubDate>Sat, 04 Aug 2007 19:39:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=818#comment-12333</guid>
		<description>Classics are classics for a reason.  My campaign games usually always have the same feel, the same atmosphere.  And we always have fun.

If I want to try something new I usually prepare it very well because my players will resist the change.  We embrace the familiar so much they we&#039;re reluctant to delve into the unfamiliar.

But these unique, different games are usually the best ones. Aren&#039;t they? Anyone one else here finds it hard to impose a different game style on players sometimes</description>
		<content:encoded><![CDATA[<p>Classics are classics for a reason.  My campaign games usually always have the same feel, the same atmosphere.  And we always have fun.</p>
<p>If I want to try something new I usually prepare it very well because my players will resist the change.  We embrace the familiar so much they we&#8217;re reluctant to delve into the unfamiliar.</p>
<p>But these unique, different games are usually the best ones. Aren&#8217;t they? Anyone one else here finds it hard to impose a different game style on players sometimes</p>
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