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	<title>Comments on: GM as Video Game Designer</title>
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	<link>http://www.treasuretables.org/2006/04/gm-as-video-game-designer</link>
	<description>Game mastering advice, ideas &#038; resources &#8226; Dedicated to helping GMs</description>
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		<title>By: Martin</title>
		<link>http://www.treasuretables.org/2006/04/gm-as-video-game-designer/comment-page-1#comment-1915</link>
		<dc:creator>Martin</dc:creator>
		<pubDate>Tue, 18 Apr 2006 14:30:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=301#comment-1915</guid>
		<description>CJ: I agree, it&#039;s pretty intuitive -- but I&#039;ve generally done in unconsciously, and never thought about it in precisely this way before.

Anthony: Hmmm...an &quot;encounter checklist&quot; post might be a pretty good idea. Would something like that be useful?

Patrick: After reading some of the comments on &lt;a href=&quot;http://www.treasuretables.org/2006/02/9-lessons-gms-can-learn-from-world-of-warcraft&quot; rel=&quot;nofollow&quot;&gt;9 Lessions GMs Can Learn from World of Warcraft&lt;/a&gt; (mainly the ones on Slashdot), I think it&#039;s safe to say it can be a contentious topic. ;)

Thanks for the Flow Theory links -- that&#039;s interesting stuff.</description>
		<content:encoded><![CDATA[<p>CJ: I agree, it&#8217;s pretty intuitive &#8212; but I&#8217;ve generally done in unconsciously, and never thought about it in precisely this way before.</p>
<p>Anthony: Hmmm&#8230;an &#8220;encounter checklist&#8221; post might be a pretty good idea. Would something like that be useful?</p>
<p>Patrick: After reading some of the comments on <a href="http://www.treasuretables.org/2006/02/9-lessons-gms-can-learn-from-world-of-warcraft" rel="nofollow">9 Lessions GMs Can Learn from World of Warcraft</a> (mainly the ones on Slashdot), I think it&#8217;s safe to say it can be a contentious topic. <img src='http://www.treasuretables.org/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<p>Thanks for the Flow Theory links &#8212; that&#8217;s interesting stuff.</p>
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		<title>By: Patrick</title>
		<link>http://www.treasuretables.org/2006/04/gm-as-video-game-designer/comment-page-1#comment-1904</link>
		<dc:creator>Patrick</dc:creator>
		<pubDate>Mon, 17 Apr 2006 21:02:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=301#comment-1904</guid>
		<description>I do want to warn that while there are a lot of similarities between video game design and our hobby of choice, not everything a video game does is something to be emulated in role-playing.

Having said that, this is a point to remember.  This goes right along with Flow Theory.  (http://en.wikipedia.org/wiki/Flow_(psychology))
(http://www.jenovachen.com/flowingames/flowtheory.htm)</description>
		<content:encoded><![CDATA[<p>I do want to warn that while there are a lot of similarities between video game design and our hobby of choice, not everything a video game does is something to be emulated in role-playing.</p>
<p>Having said that, this is a point to remember.  This goes right along with Flow Theory.  (<a href="http://en.wikipedia.org/wiki/Flow_(psychology)" rel="nofollow">http://en.wikipedia.org/wiki/Flow_(psychology)</a>)<br />
(<a href="http://www.jenovachen.com/flowingames/flowtheory.htm" rel="nofollow">http://www.jenovachen.com/flowingames/flowtheory.htm</a>)</p>
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		<title>By: Anthony</title>
		<link>http://www.treasuretables.org/2006/04/gm-as-video-game-designer/comment-page-1#comment-1903</link>
		<dc:creator>Anthony</dc:creator>
		<pubDate>Mon, 17 Apr 2006 17:39:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=301#comment-1903</guid>
		<description>This is one of those posts that should go under the heading. &quot;Things to cram into your head when your setting up encounters&quot;.

As a GM we often get caught up in our own story telling to such an extent that we forget the important and simple things. The most often forgotten things in the name of a good story are.

1. Is this actually going to be fun?

2. Will this kill my whole party (nothing is worse than watching your super cool monster that was supposed to be the highlight of an entire story arc bring a whole campaign to a crashing halt).

3. Does this fit in with the world I&#039;ve established.

Anthony</description>
		<content:encoded><![CDATA[<p>This is one of those posts that should go under the heading. &#8220;Things to cram into your head when your setting up encounters&#8221;.</p>
<p>As a GM we often get caught up in our own story telling to such an extent that we forget the important and simple things. The most often forgotten things in the name of a good story are.</p>
<p>1. Is this actually going to be fun?</p>
<p>2. Will this kill my whole party (nothing is worse than watching your super cool monster that was supposed to be the highlight of an entire story arc bring a whole campaign to a crashing halt).</p>
<p>3. Does this fit in with the world I&#8217;ve established.</p>
<p>Anthony</p>
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		<title>By: Crazy Jerome</title>
		<link>http://www.treasuretables.org/2006/04/gm-as-video-game-designer/comment-page-1#comment-1902</link>
		<dc:creator>Crazy Jerome</dc:creator>
		<pubDate>Mon, 17 Apr 2006 17:15:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=301#comment-1902</guid>
		<description>&quot;Make the game challenging, but not so tough that the players become frustrated.&quot;

Maybe it&#039;s because every idea like this is a conceptual one to me, but I don&#039;t remember a time when I saw it any other way.  

Of course, the related issue from video games is that the audience itself is varied.  The players in an RPG probably aren&#039;t as varied, but you still have the issue that what is fun for one is frustrating to another.</description>
		<content:encoded><![CDATA[<p>&#8220;Make the game challenging, but not so tough that the players become frustrated.&#8221;</p>
<p>Maybe it&#8217;s because every idea like this is a conceptual one to me, but I don&#8217;t remember a time when I saw it any other way.  </p>
<p>Of course, the related issue from video games is that the audience itself is varied.  The players in an RPG probably aren&#8217;t as varied, but you still have the issue that what is fun for one is frustrating to another.</p>
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