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	<title>Comments on: Every Campaign is an Experiment</title>
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	<link>http://www.treasuretables.org/2005/07/every-campaign-is-an-experiment</link>
	<description>Game mastering advice, ideas &#038; resources &#8226; Dedicated to helping GMs</description>
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		<title>By: Tony</title>
		<link>http://www.treasuretables.org/2005/07/every-campaign-is-an-experiment/comment-page-1#comment-85</link>
		<dc:creator>Tony</dc:creator>
		<pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate>
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		<description>That 20% rule sounds great. I think my most successful campaigns have fallen around 20%.&lt;BR/&gt;&lt;BR/&gt;Interestingly, just the other day I heard a variant of the same rule used in the contract business. The idea is that every year you ask yourself what 15% of your business you most can do without (either the lowest profit or the biggest headache) and then get rid of it. That gives you room to grow and try something new next year.</description>
		<content:encoded><![CDATA[<p>That 20% rule sounds great. I think my most successful campaigns have fallen around 20%.</p>
<p>Interestingly, just the other day I heard a variant of the same rule used in the contract business. The idea is that every year you ask yourself what 15% of your business you most can do without (either the lowest profit or the biggest headache) and then get rid of it. That gives you room to grow and try something new next year.</p>
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		<title>By: Martin</title>
		<link>http://www.treasuretables.org/2005/07/every-campaign-is-an-experiment/comment-page-1#comment-86</link>
		<dc:creator>Martin</dc:creator>
		<pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate>
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		<description>I love the idea of the 20% rule -- it&#039;s stuck with me for close to three years. I wish I&#039;d thought of it!&lt;BR/&gt;&lt;BR/&gt;I wonder if successive applications of the &quot;15% contractor rule&quot; (in a gaming context) would lead to some sort of lean, mean uber-game? Unlike swapping out 20% to avoid getting into a rut, you&#039;d be paring off the 15% you liked the least.&lt;BR/&gt;&lt;BR/&gt;Looking at it another way, the 15% rule is just a way of quantifying the process of improving your game over time -- see what works and what doesn&#039;t; make changes; try them; repeat.</description>
		<content:encoded><![CDATA[<p>I love the idea of the 20% rule &#8212; it&#8217;s stuck with me for close to three years. I wish I&#8217;d thought of it!</p>
<p>I wonder if successive applications of the &#8220;15% contractor rule&#8221; (in a gaming context) would lead to some sort of lean, mean uber-game? Unlike swapping out 20% to avoid getting into a rut, you&#8217;d be paring off the 15% you liked the least.</p>
<p>Looking at it another way, the 15% rule is just a way of quantifying the process of improving your game over time &#8212; see what works and what doesn&#8217;t; make changes; try them; repeat.</p>
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		<title>By: Martin</title>
		<link>http://www.treasuretables.org/2005/07/every-campaign-is-an-experiment/comment-page-1#comment-87</link>
		<dc:creator>Martin</dc:creator>
		<pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=12#comment-87</guid>
		<description>I mentioned in this post that I might do a follow-up -- and I did one today, entitled &quot;&lt;A HREF=&quot;http://treasuretables.org/2005/07/bones-in-soup.php&quot; REL=&quot;nofollow&quot;&gt;The Bones in the Soup&lt;/A&gt;.&quot;
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		<content:encoded><![CDATA[<p>I mentioned in this post that I might do a follow-up &#8212; and I did one today, entitled &#8220;<a HREF="http://treasuretables.org/2005/07/bones-in-soup.php" REL="nofollow">The Bones in the Soup</a>.&#8221;</p>
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