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	<title>Comments on: Negating Player Effort is a Bad Thing</title>
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	<link>http://tabletopsblog.com/?p=83</link>
	<description>RPGs, board games, card games, and hilarious nonsense.</description>
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		<title>By: Roger Alix-Gaudreau</title>
		<link>http://tabletopsblog.com/?p=83&#038;cpage=1#comment-72</link>
		<dc:creator>Roger Alix-Gaudreau</dc:creator>
		<pubDate>Sat, 17 Oct 2009 00:05:04 +0000</pubDate>
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		<description>This advice is spot on, and I would suggest that you could even take it a step further.  Not only should the DM avoid negating the character&#039;s new ability except in certain special encounters, but he should sometimes actually *showcase* it.  Make the character&#039;s new ability important to the adventure in some meaningful way, and the player will be that much more psyched and have more fun.  If the party would have a very difficult time or could not succeed without that new ability -- for example, maybe they can&#039;t get into a complete sealed chamber without the wizard&#039;s new teleportation magic -- then the player is likely to cherish his choice and remember/talk about the adventure where it was so important.  (Like so many other pieces of advice, you can&#039;t do this all the time, lest things become hard to believe.)  In short, don&#039;t shut down the characters&#039; new abilities -- make them vital tools!</description>
		<content:encoded><![CDATA[<p>This advice is spot on, and I would suggest that you could even take it a step further.  Not only should the DM avoid negating the character&#8217;s new ability except in certain special encounters, but he should sometimes actually *showcase* it.  Make the character&#8217;s new ability important to the adventure in some meaningful way, and the player will be that much more psyched and have more fun.  If the party would have a very difficult time or could not succeed without that new ability &#8212; for example, maybe they can&#8217;t get into a complete sealed chamber without the wizard&#8217;s new teleportation magic &#8212; then the player is likely to cherish his choice and remember/talk about the adventure where it was so important.  (Like so many other pieces of advice, you can&#8217;t do this all the time, lest things become hard to believe.)  In short, don&#8217;t shut down the characters&#8217; new abilities &#8212; make them vital tools!</p>
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