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Separating in-character and out-of-game knowledge is a difficult task, requiring rigid discipline and constant vigilance.
But no-one ever really bothers, so it all works out in the end.
Well, another thin line of plot comes to an end. Hooray.
Oh dear, why on earth does Mormont have the emotional range of a picket fence. His facial expression moves between grumpy, bored, or grumpily bored.
It's like the makers of the series decided Viserys was too emotive, and they had to maintain the average.
Infighting amongst players is good blah blah blah.

Look, let's just be honest for a second. I don't have any real opinion on how you should play a table-top game. Please just punch,insult or generally abuse a close friend or acquaintance of yours, and say someone on the internet told you to do it. It'll be fine.
Well, this seems like a natural assumption to make, and the logical thing to do.

On a side note, this comic marks the end of catch-up week, hooray.
Now, this is likely a familiar situation to many players. Despite what I constantly tell you, most players tend to avoid fighting each other for no reason, only fighting each other for deeper motives, such as gold, xp, weapons, armor, clothing or hats.
I'm rather happy with this strip, as it allowed me a solid amount of dialogue between a player and the GM, which is what campaign comics are centrally based around. So this is good. Great...
Welcome to strip 2 of the ASoFaMF catch-up week super enjoyable super marathon™, in which many exciting things happen.
Isn't that exciting.
Alright, serious talk time.
Meaning in a campaign, or any narrative, is essential. Making sure your players are aware of the meaning and central drive of their campaign is equally important. If you offer players a world without any driving force, they will swiftly lose interest, so offer them something, anything. Dangle that carrot in front of their head, but you don't have to be obvious. You just have to let them know that the carrot exists, and if you do you job right (and the players do theirs), you will enjoy the carrot for some time.
Making a roll is a great feeling. This is usually exemplified by the fact that it is a very rare occurrence. Savor those numbers, for they are the light at the end of tunnel.
And we're back. Terribly sorry about the delay. Be sure to read the news post on the subject.
It's fascinating reading.
No comic today due to terrible personal issues. This is why I try to avoid meeting people.
Stat bonuses are a wonderful thing.

Though I must say, the idea of gradually training, teaching and enhancing a apprentice or child mid-campaign as a long-term replacement character appeals to me. Imagine a sort of mutated Charles Atlas super-soldier protege in the wings, just waiting to be played. Imagine the stats...
Fun times.
In any scenario that you do something that the plot doesn't require, bring it up with you GM as acting in character, and demand roleplay XP. This gameplay method brings the world to life, making your character seem deep, conflicted, and introspective.

Especially when you start lobbing halflings down wells. (10xp)
Well, this is firmly established as my favorite comic strip that I've ever made, and will likely remain so for the conceivable future.
Bluffing other players is always an interesting experience, that often results in the utter destruction of any possible positive feelings between players.
It goes without saying that I support it.
Do not believe a DM if he says "you can't roll your way out of this". It is a blatant falsehood.
If he does end up saying it, take it as a sign to roll even more. Roll everything you have, and then some. And then make sure to roll to disbelieve.
Always outsource your murder to underlings. This is a well-known fact, that all abide by, be they necromancers, evil kings, warlords, Goblin chiefs, arch-devils or the man in charge of pizza delivery.

Never get your hands dirty with blood.
It's unhygienic.
Well, this scene is coming to an end. Good times...

What do you want? I can hardly have a sarcastic comment about everything.