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	<title>Comments on: The Mega Man Model</title>
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	<link>http://consummatedm.wordpress.com/2008/04/10/the-mega-man-model/</link>
	<description>Role playing, and well.</description>
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		<title>By: roleplay</title>
		<link>http://consummatedm.wordpress.com/2008/04/10/the-mega-man-model/#comment-15</link>
		<dc:creator>roleplay</dc:creator>
		<pubDate>Thu, 10 Apr 2008 16:59:49 +0000</pubDate>
		<guid isPermaLink="false">http://consummatedm.wordpress.com/?p=19#comment-15</guid>
		<description>I like calling it the &quot;Lego&quot; model, myself - modularizing the components of your campaign into little blocks and snippets that are easily recognizable, and can combine together to form familiar aspects.</description>
		<content:encoded><![CDATA[<p>I like calling it the &#8220;Lego&#8221; model, myself &#8211; modularizing the components of your campaign into little blocks and snippets that are easily recognizable, and can combine together to form familiar aspects.</p>
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		<title>By: Tommi</title>
		<link>http://consummatedm.wordpress.com/2008/04/10/the-mega-man-model/#comment-14</link>
		<dc:creator>Tommi</dc:creator>
		<pubDate>Thu, 10 Apr 2008 16:54:08 +0000</pubDate>
		<guid isPermaLink="false">http://consummatedm.wordpress.com/?p=19#comment-14</guid>
		<description>&lt;blockquote&gt;Implemented poorly, this can make your campaign stale and predictable.  Used well, I think the Mega Man Model can form a strong backbone to a campaign, allowing the players to feel like they know aspects of the world without ever having experienced it, allowing both the Players and the DM to more fully engage the campaign.&lt;/blockquote&gt;
That? Very clever. The primary method I had thought of and used for creating familiarity are references to real world cultures (or caricatyres of them). Alternatively, standard D&amp;D dwarves are fairly well defined. Using repetition is indeed a good idea.</description>
		<content:encoded><![CDATA[<blockquote><p>Implemented poorly, this can make your campaign stale and predictable.  Used well, I think the Mega Man Model can form a strong backbone to a campaign, allowing the players to feel like they know aspects of the world without ever having experienced it, allowing both the Players and the DM to more fully engage the campaign.</p></blockquote>
<p>That? Very clever. The primary method I had thought of and used for creating familiarity are references to real world cultures (or caricatyres of them). Alternatively, standard D&amp;D dwarves are fairly well defined. Using repetition is indeed a good idea.</p>
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