<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: Timelines in Published Settings</title>
	<atom:link href="http://www.treasuretables.org/2005/07/timelines-in-published-settings/feed" rel="self" type="application/rss+xml" />
	<link>http://www.treasuretables.org/2005/07/timelines-in-published-settings</link>
	<description>Game mastering advice, ideas &#038; resources &#8226; Dedicated to helping GMs</description>
	<lastBuildDate>Thu, 10 Nov 2011 17:04:00 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.3.1</generator>
	<item>
		<title>By: James </title>
		<link>http://www.treasuretables.org/2005/07/timelines-in-published-settings/comment-page-1#comment-75</link>
		<dc:creator>James </dc:creator>
		<pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=9#comment-75</guid>
		<description>Hi my name is James, recently located your weblog and find it very interesting reading. Being a default GM since age 11 (i&#039;m 30) I have had many battles with these different types of approaches to it. I find if a game dictates too much of the timeline I lose interest in running it. In a game such as WW Vampire or one of it&#039;s sister games, I feel railroaded in many cases. My players want to play certain types of characters, and can&#039;t if I don&#039;t include certain events. The other issue with this matierial is it&#039;s &quot;end of the world&quot; approach. They have apparently axed that particular problem, but are falling into the other again as we speak. &lt;BR/&gt;Another example is Forgotten Realms, as you mentioned, With multiple Novels covering the timeline. It is hard to go anywhere in Faerun without crashing into a series character. The players feel robbed in two ways. First, they want to see these people and interact with them. Second, when they do, and invariably they find a way, they allways want them to get involved. This second point has two difficulties, it takes the character out of his specified timeline, and robs the PC&#039;s of their glory. I have found over the years that avoiding games with established cannon about NPC&#039;s is best, and that using matierial that allows for GM guided timeline steering is best.</description>
		<content:encoded><![CDATA[<p>Hi my name is James, recently located your weblog and find it very interesting reading. Being a default GM since age 11 (i&#8217;m 30) I have had many battles with these different types of approaches to it. I find if a game dictates too much of the timeline I lose interest in running it. In a game such as WW Vampire or one of it&#8217;s sister games, I feel railroaded in many cases. My players want to play certain types of characters, and can&#8217;t if I don&#8217;t include certain events. The other issue with this matierial is it&#8217;s &#8220;end of the world&#8221; approach. They have apparently axed that particular problem, but are falling into the other again as we speak. <br />Another example is Forgotten Realms, as you mentioned, With multiple Novels covering the timeline. It is hard to go anywhere in Faerun without crashing into a series character. The players feel robbed in two ways. First, they want to see these people and interact with them. Second, when they do, and invariably they find a way, they allways want them to get involved. This second point has two difficulties, it takes the character out of his specified timeline, and robs the PC&#8217;s of their glory. I have found over the years that avoiding games with established cannon about NPC&#8217;s is best, and that using matierial that allows for GM guided timeline steering is best.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Martin</title>
		<link>http://www.treasuretables.org/2005/07/timelines-in-published-settings/comment-page-1#comment-76</link>
		<dc:creator>Martin</dc:creator>
		<pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=9#comment-76</guid>
		<description>Thanks for the kind words, James -- I&#039;m glad you like TT!&lt;BR/&gt;&lt;BR/&gt;I&#039;ve actually had pretty good luck running FR games with no series character involvement. I think this is partly due to the fact that I usually had only one player who had read the novels (and I&#039;ve only read a couple), so there were no expectations along those lines. Probably not the typical FR experience, as you said.&lt;BR/&gt;&lt;BR/&gt;Have you played any games that have the GM-guided timeline approach you mentioned at the end of your post? If you have, I&#039;d love to hear about them.&lt;BR/&gt;&lt;BR/&gt;(And if I can make one recommendation, include some paragraph breaks in your comments -- they make the text much easier to parse. :)</description>
		<content:encoded><![CDATA[<p>Thanks for the kind words, James &#8212; I&#8217;m glad you like TT!</p>
<p>I&#8217;ve actually had pretty good luck running FR games with no series character involvement. I think this is partly due to the fact that I usually had only one player who had read the novels (and I&#8217;ve only read a couple), so there were no expectations along those lines. Probably not the typical FR experience, as you said.</p>
<p>Have you played any games that have the GM-guided timeline approach you mentioned at the end of your post? If you have, I&#8217;d love to hear about them.</p>
<p>(And if I can make one recommendation, include some paragraph breaks in your comments &#8212; they make the text much easier to parse. <img src='http://www.treasuretables.org/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
]]></content:encoded>
	</item>
	<item>
		<title>By: James </title>
		<link>http://www.treasuretables.org/2005/07/timelines-in-published-settings/comment-page-1#comment-77</link>
		<dc:creator>James </dc:creator>
		<pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=9#comment-77</guid>
		<description>Sorry bout that :)&lt;BR/&gt;&lt;BR/&gt;As far as games I have played that allow for GM&lt;BR/&gt;timeline control. Cyberpunk was a good one.&lt;BR/&gt;&lt;BR/&gt;They released the main game which took place&lt;BR/&gt;in 2020 and subsequent support modules for that&lt;BR/&gt;time.&lt;BR/&gt;&lt;BR/&gt;Then they went about putting out &quot;Tech updates&quot;&lt;BR/&gt;for years further down the road. This was to give you source matierial for going forward without restricting.&lt;BR/&gt;&lt;BR/&gt;They also set out supplements that detailed alternate settings and branches in time, but included&lt;BR/&gt;ways you could pick jusy certain aspects of them to use in your campain.&lt;BR/&gt;&lt;BR/&gt;Other than that there was RuneQuest.</description>
		<content:encoded><![CDATA[<p>Sorry bout that <img src='http://www.treasuretables.org/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>As far as games I have played that allow for GM<br />timeline control. Cyberpunk was a good one.</p>
<p>They released the main game which took place<br />in 2020 and subsequent support modules for that<br />time.</p>
<p>Then they went about putting out &#8220;Tech updates&#8221;<br />for years further down the road. This was to give you source matierial for going forward without restricting.</p>
<p>They also set out supplements that detailed alternate settings and branches in time, but included<br />ways you could pick jusy certain aspects of them to use in your campain.</p>
<p>Other than that there was RuneQuest.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Martin</title>
		<link>http://www.treasuretables.org/2005/07/timelines-in-published-settings/comment-page-1#comment-78</link>
		<dc:creator>Martin</dc:creator>
		<pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=9#comment-78</guid>
		<description>(James) &lt;I&gt;Then they went about putting out &quot;Tech updates&quot;&lt;BR/&gt;for years further down the road. This was to give you source matierial for going forward without restricting.&lt;/I&gt;&lt;BR/&gt;&lt;BR/&gt;I&#039;ve never played or even read any Cyberpunk books, but that sounds like a very clever -- and as you said, GM-friendly -- approach. I have to imagine that Cyberpunk is pretty tech-driven, though, -- I wonder how you would go about using a similar approach in a fantasy setting?</description>
		<content:encoded><![CDATA[<p>(James) <i>Then they went about putting out &#8220;Tech updates&#8221;<br />for years further down the road. This was to give you source matierial for going forward without restricting.</i></p>
<p>I&#8217;ve never played or even read any Cyberpunk books, but that sounds like a very clever &#8212; and as you said, GM-friendly &#8212; approach. I have to imagine that Cyberpunk is pretty tech-driven, though, &#8212; I wonder how you would go about using a similar approach in a fantasy setting?</p>
]]></content:encoded>
	</item>
</channel>
</rss>

