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The secret we should never let the gamemasters know is that they don't need any rules.
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Random chance plays a huge part in everybody's life.
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Somebody said they threw their copy of Dungeons and Dragons into the fire, and it screamed. It's a game! The magic spells in it are as real as the gold. Try retiring on that stuff.
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The essence of a role-playing game is that it is a group, cooperative experience.
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One more thing: don’t spend too much time merely reading. The best part of this work is the play, so play and enjoy!
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I wasn't popular in the home office because I wasn't chicken. I'm just a risk taker. I have gut instincts.
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I hated school, didn't like the discipline.
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I foresee online gaming changing when there are good audio-visual links connecting the participants, thus approximating play in a face-to-face group.
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Of course as children, we all, in all cultures and societies, learn behavior from observation, imitation, and encouragement of various kinds. So by the suggestion made, we all 'pretend' most of the time.
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Hello Fry, it's a ... *stops mid-sentence, throws a D20 and a D6* pleasure to meet you.
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When AI approximates Machine Intelligence, then many online and computer-run RPGs will move towards actual RPG activity. Nonetheless, that will not replace the experience of 'being there,' any more than seeing a theatrical motion picture can replace the stage play.
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Role-playing isn't storytelling. If the dungeon master is directing it, it's not a game.
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Gaming in general is a male thing. It isn't that gaming is designed to exclude women. Everybody who's tried to design a game to interest a large female audience has failed. And I think that has to do with the different thinking processes of men and women.
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Outside of the mindless sitcoms that the networks thrive on, people able to think generally consider most entertainment is escape in one form or another.
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There's a call to adventure. It's something in the inner psyche of humanity, particularly males.
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There is no winning or losing, but rather the value is in the experience of imagining yourself as a character in whatever genre you're involved in, whether it's a fantasy game, the Wild West, secret agents or whatever else. You get to sort of vicariously experience those things.
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I'm just a risk taker. I have gut instincts.
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The books I write because I want to read them, the games because I want to play them, and stories I tell because I find them exciting personally.
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Games give you a chance to excel, and if you're playing in good company you don't even mind if you lose because you had the enjoyment of the company during the course of the game.
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The most immediate influences upon AD&D were probably de Camp & Pratt, R. E. Howard, Fritz Leiber, Jack Vance, H. P. Lovecraft, and A. Merritt.
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Pen-and-paper role-playing is live theater and computer games are television. People want the convenience and instant gratification of turning on the TV rather than getting dressed up and going out to see a live play. In the same way, the computer is a more immediately accessible way to play games.
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I would like the world to remember me as the guy who really enjoyed playing games and sharing his knowledge and his fun pastimes with everybody else.
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One of the things stressed in the original game of D&D was the importance of recording game time with respect to each and every player character in a campaign. In AD&D it is emphasized even more: YOU CAN NOT HAVE A MEANINGFUL CAMPAIGN IF STRICT TIME RECORDS ARE NOT KEPT.
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I think a lot of what I was taught, gathered, and learned is worth keeping. Heritage and 'wisdom' and simply personal family and local history enrich the one able to tap such information. As it is I wish I had garnered more from my grandparents and parents.