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	<title>Comments on: Making Set-Piece Encounters More Fun</title>
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	<link>http://www.treasuretables.org/2006/01/making-set-piece-encounters-more-fun</link>
	<description>Game mastering advice, ideas &#038; resources &#8226; Dedicated to helping GMs</description>
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		<title>By: 9 Lessons GMs Can Learn from World of Warcraft - Treasure Tables</title>
		<link>http://www.treasuretables.org/2006/01/making-set-piece-encounters-more-fun/comment-page-1#comment-1535</link>
		<dc:creator>9 Lessons GMs Can Learn from World of Warcraft - Treasure Tables</dc:creator>
		<pubDate>Sat, 18 Feb 2006 15:16:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=199#comment-1535</guid>
		<description>[...] Taking a bit of extra prep time to really sex up your encounters, make a couple of extra notes about key NPCs or work on props for your game can make a similar difference at your table, too. [...]</description>
		<content:encoded><![CDATA[<p>[...] Taking a bit of extra prep time to really sex up your encounters, make a couple of extra notes about key NPCs or work on props for your game can make a similar difference at your table, too. [...]</p>
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		<title>By: Martin</title>
		<link>http://www.treasuretables.org/2006/01/making-set-piece-encounters-more-fun/comment-page-1#comment-1383</link>
		<dc:creator>Martin</dc:creator>
		<pubDate>Thu, 19 Jan 2006 21:31:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=199#comment-1383</guid>
		<description>Roger: You can flip that around, too: I can&#039;t think of anything cool you can add to an encounter that doesn&#039;t also incorporate more choices for the players. Your way is clearer, though. ;)

Zachary: I like the exercise element -- that, like exercise, doing this makes you more &quot;fit,&quot; which means doing things better becomes second nature. Good point.</description>
		<content:encoded><![CDATA[<p>Roger: You can flip that around, too: I can&#8217;t think of anything cool you can add to an encounter that doesn&#8217;t also incorporate more choices for the players. Your way is clearer, though. <img src='http://www.treasuretables.org/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<p>Zachary: I like the exercise element &#8212; that, like exercise, doing this makes you more &#8220;fit,&#8221; which means doing things better becomes second nature. Good point.</p>
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		<title>By: Zachary Houghton</title>
		<link>http://www.treasuretables.org/2006/01/making-set-piece-encounters-more-fun/comment-page-1#comment-1382</link>
		<dc:creator>Zachary Houghton</dc:creator>
		<pubDate>Thu, 19 Jan 2006 17:57:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=199#comment-1382</guid>
		<description>I call it &quot;adding layers&quot;, and it&#039;s something I&#039;ve been working very hard on as of late to help improve my GMing.  Ater I write a basic encounter, then I start laying in the other details, options, and choices the players face.  It sounds like a basic thing, but practicing it on enough encounters really helps take your adventure writing to a whole new level.  It&#039;s a great GM excercise...</description>
		<content:encoded><![CDATA[<p>I call it &#8220;adding layers&#8221;, and it&#8217;s something I&#8217;ve been working very hard on as of late to help improve my GMing.  Ater I write a basic encounter, then I start laying in the other details, options, and choices the players face.  It sounds like a basic thing, but practicing it on enough encounters really helps take your adventure writing to a whole new level.  It&#8217;s a great GM excercise&#8230;</p>
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		<title>By: Roger</title>
		<link>http://www.treasuretables.org/2006/01/making-set-piece-encounters-more-fun/comment-page-1#comment-1380</link>
		<dc:creator>Roger</dc:creator>
		<pubDate>Thu, 19 Jan 2006 16:45:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=199#comment-1380</guid>
		<description>Option B doesn&#039;t merely just have more &quot;cool stuff&quot; in it.

It has more /choice/ for the players, and that&#039;s almost always going to be more fun.

Any set piece which doesn&#039;t require (or even allow) any of the players to make any significant decisions isn&#039;t worth its weight.</description>
		<content:encoded><![CDATA[<p>Option B doesn&#8217;t merely just have more &#8220;cool stuff&#8221; in it.</p>
<p>It has more /choice/ for the players, and that&#8217;s almost always going to be more fun.</p>
<p>Any set piece which doesn&#8217;t require (or even allow) any of the players to make any significant decisions isn&#8217;t worth its weight.</p>
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