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	<title>Comments on: The Dungeon Master Guys, Episode 3</title>
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	<link>http://critical-hits.com/2010/07/01/the-dungeon-master-guys-episode-3/</link>
	<description>The Journal of Gamer Culture</description>
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		<title>By: Marduk</title>
		<link>http://critical-hits.com/2010/07/01/the-dungeon-master-guys-episode-3/#comment-72929</link>
		<dc:creator>Marduk</dc:creator>
		<pubDate>Thu, 08 Jul 2010 09:35:44 +0000</pubDate>
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		<description>I like props in that they trigger my &quot;That&#039;s neat!&quot; response.  But for the most part anything beyond handouts such as messages or puzzles is perceived as clutter.  Occasionally I will get an idea that I would like to work in to a campaign but I seldom follow through.

One notion I came very close to using was when the party found a particular object, handing them an Alexander&#039;s Star puzzle.  If you aren&#039;t familiar with it, it is in the shape of a great dodecahedron; imagine something like a twelve sided die but instead of pentagons it has pentragrams (a Google search will turn up images), and if anyone turned one of the sides I would inform the party that they had just broken five pentagrams imprisoning demons.  Hilarity would ensue, including the possibility that one of the demons would try to jumble up the puzzle reduce the chance of it ever being trapped in the thing again... and incidentally free the other seven demons.</description>
		<content:encoded><![CDATA[<p>I like props in that they trigger my &#8220;That&#8217;s neat!&#8221; response.  But for the most part anything beyond handouts such as messages or puzzles is perceived as clutter.  Occasionally I will get an idea that I would like to work in to a campaign but I seldom follow through.</p>
<p>One notion I came very close to using was when the party found a particular object, handing them an Alexander&#8217;s Star puzzle.  If you aren&#8217;t familiar with it, it is in the shape of a great dodecahedron; imagine something like a twelve sided die but instead of pentagons it has pentragrams (a Google search will turn up images), and if anyone turned one of the sides I would inform the party that they had just broken five pentagrams imprisoning demons.  Hilarity would ensue, including the possibility that one of the demons would try to jumble up the puzzle reduce the chance of it ever being trapped in the thing again&#8230; and incidentally free the other seven demons.</p>
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		<title>By: Brian Liberge</title>
		<link>http://critical-hits.com/2010/07/01/the-dungeon-master-guys-episode-3/#comment-72801</link>
		<dc:creator>Brian Liberge</dc:creator>
		<pubDate>Thu, 01 Jul 2010 18:40:22 +0000</pubDate>
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		<description>Some interesting ideas. My players never really liked props at the table, excpet I started giving out quest cards, that summed up groups of goals, with clear rewards. They liked that. Whenever they weren&#039;t sure what to do next, they went through the quest cards.</description>
		<content:encoded><![CDATA[<p>Some interesting ideas. My players never really liked props at the table, excpet I started giving out quest cards, that summed up groups of goals, with clear rewards. They liked that. Whenever they weren&#8217;t sure what to do next, they went through the quest cards.</p>
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		<title>By: The Weem</title>
		<link>http://critical-hits.com/2010/07/01/the-dungeon-master-guys-episode-3/#comment-72796</link>
		<dc:creator>The Weem</dc:creator>
		<pubDate>Thu, 01 Jul 2010 17:14:15 +0000</pubDate>
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		<description>Good stuff!</description>
		<content:encoded><![CDATA[<p>Good stuff!</p>
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