<?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: Mythic Review: GMing in the Key of Improv</title>
	<atom:link href="http://www.treasuretables.org/2006/05/mythic-review-gming-in-the-key-of-improv/feed" rel="self" type="application/rss+xml" />
	<link>http://www.treasuretables.org/2006/05/mythic-review-gming-in-the-key-of-improv</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: Dakini</title>
		<link>http://www.treasuretables.org/2006/05/mythic-review-gming-in-the-key-of-improv/comment-page-1#comment-2367</link>
		<dc:creator>Dakini</dc:creator>
		<pubDate>Sun, 04 Jun 2006 16:58:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=330#comment-2367</guid>
		<description>&gt;&gt; ...sample resolution tables... 

Here&#039;s a very light example of what I did with it last week.  I was looking at the Star Trek RPG from Last Unicorn, and it has a nice Starship Maneuver table that breaks down into 7 possible maneuvers.  Stuff like;  Climb/Dive 1 Altitude, or Hard Turn Port/Starboard, and the like.  It&#039;s gives &quot;to hit&quot; numbers for the maneuvers, so it&#039;s pretty easy to figure the odds and just say, &quot;I&#039;m climbing 1 altitude, did I make it?&quot;...and then roll my piloting skill rank against the odds of &quot;making it&quot; on the Fate chart.

Figuring the odds is the tricky part if I want to stay &quot;true&quot; to the Star Trek rules, so I&#039;ve been using a little program I found here, http://www.fnordistan.com/smallroller.html , that shows odds for just about any dice combo I can imagine.

I actually have the Star Trek chart fully done with &quot;Botches&quot; and &quot;Bingos&quot; as well as Yes&#039;s and No&#039;s defined.

So far, I&#039;ve converted several tables that way for various games.  i don&#039;t usually do the whole table though.  After the Star Trek one, I learned to do just enough of the odds calculations to be able to &quot;scale&quot; and &quot;rank&quot; things in Mythic terms. I do just a couple sample questions to populate a row or column of my new resolution table, and then as questions come up during play, I fill in the rest of the table right before the roll on the Fate Chart.

Right now, using Mythic, my husband and I are playing a very old FASA game he never got to play, &quot;Behind Enemy Lines&quot;, and&#039; I&#039;m converting all the tables to Mythic.  The trick is the odds, and the *question* that makes us look up a chart.  It all flows pretty easy after that.

I think Tom Pidgeon, the author of Mythic, is a genius.  But I&#039;m just a weird gamer wife, stuck in bed with nothing else to do...so I&#039;m probably not the best judge. LOL  (~:</description>
		<content:encoded><![CDATA[<p>&gt;&gt; &#8230;sample resolution tables&#8230; </p>
<p>Here&#8217;s a very light example of what I did with it last week.  I was looking at the Star Trek RPG from Last Unicorn, and it has a nice Starship Maneuver table that breaks down into 7 possible maneuvers.  Stuff like;  Climb/Dive 1 Altitude, or Hard Turn Port/Starboard, and the like.  It&#8217;s gives &#8220;to hit&#8221; numbers for the maneuvers, so it&#8217;s pretty easy to figure the odds and just say, &#8220;I&#8217;m climbing 1 altitude, did I make it?&#8221;&#8230;and then roll my piloting skill rank against the odds of &#8220;making it&#8221; on the Fate chart.</p>
<p>Figuring the odds is the tricky part if I want to stay &#8220;true&#8221; to the Star Trek rules, so I&#8217;ve been using a little program I found here, <a href="http://www.fnordistan.com/smallroller.html" rel="nofollow">http://www.fnordistan.com/smallroller.html</a> , that shows odds for just about any dice combo I can imagine.</p>
<p>I actually have the Star Trek chart fully done with &#8220;Botches&#8221; and &#8220;Bingos&#8221; as well as Yes&#8217;s and No&#8217;s defined.</p>
<p>So far, I&#8217;ve converted several tables that way for various games.  i don&#8217;t usually do the whole table though.  After the Star Trek one, I learned to do just enough of the odds calculations to be able to &#8220;scale&#8221; and &#8220;rank&#8221; things in Mythic terms. I do just a couple sample questions to populate a row or column of my new resolution table, and then as questions come up during play, I fill in the rest of the table right before the roll on the Fate Chart.</p>
<p>Right now, using Mythic, my husband and I are playing a very old FASA game he never got to play, &#8220;Behind Enemy Lines&#8221;, and&#8217; I&#8217;m converting all the tables to Mythic.  The trick is the odds, and the *question* that makes us look up a chart.  It all flows pretty easy after that.</p>
<p>I think Tom Pidgeon, the author of Mythic, is a genius.  But I&#8217;m just a weird gamer wife, stuck in bed with nothing else to do&#8230;so I&#8217;m probably not the best judge. LOL  (~:</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Martin</title>
		<link>http://www.treasuretables.org/2006/05/mythic-review-gming-in-the-key-of-improv/comment-page-1#comment-2281</link>
		<dc:creator>Martin</dc:creator>
		<pubDate>Mon, 22 May 2006 19:29:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=330#comment-2281</guid>
		<description>Dakini: Good point about building up a customized library of resolution tables -- I didn&#039;t get too deeply into that in my review.

In addition to the sample resolution tables in the book, it would be neat if the &lt;i&gt;Mythic&lt;/i&gt; folks provided more online -- that&#039;d make an excellent freebie.</description>
		<content:encoded><![CDATA[<p>Dakini: Good point about building up a customized library of resolution tables &#8212; I didn&#8217;t get too deeply into that in my review.</p>
<p>In addition to the sample resolution tables in the book, it would be neat if the <i>Mythic</i> folks provided more online &#8212; that&#8217;d make an excellent freebie.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Dakini</title>
		<link>http://www.treasuretables.org/2006/05/mythic-review-gming-in-the-key-of-improv/comment-page-1#comment-2265</link>
		<dc:creator>Dakini</dc:creator>
		<pubDate>Sun, 21 May 2006 16:12:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=330#comment-2265</guid>
		<description>There&#039;s more to it than the Fate Table.  As questions are asked, (Player questions drive the game along...not turn sequences...very cool idea in my opinion), you create &quot;Resolution Tables&quot; for each repetative question that comes up. These contain the Ranks and Modifiers that affect the Fate Table roll...for this type of action...from now on..during this campaign.  The result of gathering these Resolution Tables together is an &quot;indexed by question&quot;, custom made rules system, for your group&#039;s style of play...for that campaign game.  If an &quot;Am I the King&quot; Resoluton Table doesn&#039;t provide enough Rank pre-requisites or Modifiers to make that particular campaign interesting, simply adjust the card until it does...and move on to the next game.</description>
		<content:encoded><![CDATA[<p>There&#8217;s more to it than the Fate Table.  As questions are asked, (Player questions drive the game along&#8230;not turn sequences&#8230;very cool idea in my opinion), you create &#8220;Resolution Tables&#8221; for each repetative question that comes up. These contain the Ranks and Modifiers that affect the Fate Table roll&#8230;for this type of action&#8230;from now on..during this campaign.  The result of gathering these Resolution Tables together is an &#8220;indexed by question&#8221;, custom made rules system, for your group&#8217;s style of play&#8230;for that campaign game.  If an &#8220;Am I the King&#8221; Resoluton Table doesn&#8217;t provide enough Rank pre-requisites or Modifiers to make that particular campaign interesting, simply adjust the card until it does&#8230;and move on to the next game.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Frank</title>
		<link>http://www.treasuretables.org/2006/05/mythic-review-gming-in-the-key-of-improv/comment-page-1#comment-2222</link>
		<dc:creator>Frank</dc:creator>
		<pubDate>Fri, 12 May 2006 22:10:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=330#comment-2222</guid>
		<description>I read through the demo (which is like the first page of each chapter) a bit. Nothing I see makes me want to buy this, unfortunately it sounds like &quot;it slices and dices, and juliennes fries also.&quot;

If they really have some cool process that helps make these decisions, they should tout that. Instead, all that seems to be touted is this &quot;fate table&quot; which just sounds like a probability table based on two opposing ratings. Nothing really stellar there.

Looking at &lt;a href=&quot;http://www.ramshead.indie-rpgs.com/WhatIsUniversalis.html&quot; rel=&quot;nofollow&quot;&gt;a description of Universalis&lt;/a&gt;, there perhaps isn&#039;t a lot more, but it at least tells a bit more about the play. The &lt;a href=&quot;http://www.ramshead.indie-rpgs.com/getting_started.htm&quot; rel=&quot;nofollow&quot;&gt;Getting Started&lt;/a&gt; page gives a little more of an idea of what play might be like.

Here is some &lt;a href=&quot;http://www.lumpley.com/games/dogcerpts.html&quot; rel=&quot;nofollow&quot;&gt;excertpts from Dogs in the Vinyard&lt;/a&gt;. Perhaps not quite as clear an idea of what play is like but there are some intriquing examples of conflicts. Also a nice section talking about how the conscience of the character is entirely up to the player.

Both the Universalis site and the Dogs in the Vinyard site provide some game writeups. While these aren&#039;t always great at exposing play, they at least give an idea. The sample towns for Dogs in the Vinyard will give a lot of ideas about what situations look like in the game.

Of course I didn&#039;t buy Dogs in the Vinyard until people were constantly raving about it, and Chris Chinn made some comments that suggested it might be a good read while working on Troll Slayer. I bought Universalis on reccomendation from a friend, but haven&#039;t tried it yet, but from a read of the book, I can see how well it explains how to do certain procedures in the game. In fact, the greatest strength of both of these games is how well they lay out the procedures of the game.

Frank</description>
		<content:encoded><![CDATA[<p>I read through the demo (which is like the first page of each chapter) a bit. Nothing I see makes me want to buy this, unfortunately it sounds like &#8220;it slices and dices, and juliennes fries also.&#8221;</p>
<p>If they really have some cool process that helps make these decisions, they should tout that. Instead, all that seems to be touted is this &#8220;fate table&#8221; which just sounds like a probability table based on two opposing ratings. Nothing really stellar there.</p>
<p>Looking at <a href="http://www.ramshead.indie-rpgs.com/WhatIsUniversalis.html" rel="nofollow">a description of Universalis</a>, there perhaps isn&#8217;t a lot more, but it at least tells a bit more about the play. The <a href="http://www.ramshead.indie-rpgs.com/getting_started.htm" rel="nofollow">Getting Started</a> page gives a little more of an idea of what play might be like.</p>
<p>Here is some <a href="http://www.lumpley.com/games/dogcerpts.html" rel="nofollow">excertpts from Dogs in the Vinyard</a>. Perhaps not quite as clear an idea of what play is like but there are some intriquing examples of conflicts. Also a nice section talking about how the conscience of the character is entirely up to the player.</p>
<p>Both the Universalis site and the Dogs in the Vinyard site provide some game writeups. While these aren&#8217;t always great at exposing play, they at least give an idea. The sample towns for Dogs in the Vinyard will give a lot of ideas about what situations look like in the game.</p>
<p>Of course I didn&#8217;t buy Dogs in the Vinyard until people were constantly raving about it, and Chris Chinn made some comments that suggested it might be a good read while working on Troll Slayer. I bought Universalis on reccomendation from a friend, but haven&#8217;t tried it yet, but from a read of the book, I can see how well it explains how to do certain procedures in the game. In fact, the greatest strength of both of these games is how well they lay out the procedures of the game.</p>
<p>Frank</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Martin</title>
		<link>http://www.treasuretables.org/2006/05/mythic-review-gming-in-the-key-of-improv/comment-page-1#comment-2214</link>
		<dc:creator>Martin</dc:creator>
		<pubDate>Fri, 12 May 2006 01:06:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=330#comment-2214</guid>
		<description>My overall impression of &lt;i&gt;Mythic&lt;/i&gt;&#039;s level of support for its core concepts was excellent -- there&#039;s plenty of advice and examples. You&#039;re a lot sharper on theory than I am, though, and have more experience with indie RPGs -- you might reach a different conclusion.

It&#039;d be interesting to stack up against &lt;i&gt;Universalis&lt;/i&gt; and DitV, but I don&#039;t have either of them. ;)</description>
		<content:encoded><![CDATA[<p>My overall impression of <i>Mythic</i>&#8216;s level of support for its core concepts was excellent &#8212; there&#8217;s plenty of advice and examples. You&#8217;re a lot sharper on theory than I am, though, and have more experience with indie RPGs &#8212; you might reach a different conclusion.</p>
<p>It&#8217;d be interesting to stack up against <i>Universalis</i> and DitV, but I don&#8217;t have either of them. <img src='http://www.treasuretables.org/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Frank</title>
		<link>http://www.treasuretables.org/2006/05/mythic-review-gming-in-the-key-of-improv/comment-page-1#comment-2213</link>
		<dc:creator>Frank</dc:creator>
		<pubDate>Fri, 12 May 2006 01:01:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=330#comment-2213</guid>
		<description>I&#039;m just curious what support the game gives for this. Providing a resolution system and not a lot of guidance on how to use the system isn&#039;t anything revolutionary.

I guess if I was to look at it, I&#039;d be measuring it against Dogs in the Vinyard and perhaps Universalis. In fact, I think it would take a hard look at it in comparison to Universalis because in some ways it sounds like it has some of the same aims, though it&#039;s more player plays a character centric than Universalis is.

Frank</description>
		<content:encoded><![CDATA[<p>I&#8217;m just curious what support the game gives for this. Providing a resolution system and not a lot of guidance on how to use the system isn&#8217;t anything revolutionary.</p>
<p>I guess if I was to look at it, I&#8217;d be measuring it against Dogs in the Vinyard and perhaps Universalis. In fact, I think it would take a hard look at it in comparison to Universalis because in some ways it sounds like it has some of the same aims, though it&#8217;s more player plays a character centric than Universalis is.</p>
<p>Frank</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Martin</title>
		<link>http://www.treasuretables.org/2006/05/mythic-review-gming-in-the-key-of-improv/comment-page-1#comment-2212</link>
		<dc:creator>Martin</dc:creator>
		<pubDate>Fri, 12 May 2006 00:33:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=330#comment-2212</guid>
		<description>There&#039;s a section on how to rate things against a universal &quot;average,&quot; including a chart of where each rating falls in relation to the others.

As far as bypass-type questions, there&#039;re a couple of sections that address that. One specifically mentions questions like, &quot;Do I find a vorpal sword at my feet,&quot; while another deals with workable &quot;big questions&quot; by treating them as bundles of smaller questions.

As I mentioned in the review, this game requires a group of like-minded players -- there&#039;s a level of buy-in required, and it includes not asking &quot;Can I become king&quot;-type questions.</description>
		<content:encoded><![CDATA[<p>There&#8217;s a section on how to rate things against a universal &#8220;average,&#8221; including a chart of where each rating falls in relation to the others.</p>
<p>As far as bypass-type questions, there&#8217;re a couple of sections that address that. One specifically mentions questions like, &#8220;Do I find a vorpal sword at my feet,&#8221; while another deals with workable &#8220;big questions&#8221; by treating them as bundles of smaller questions.</p>
<p>As I mentioned in the review, this game requires a group of like-minded players &#8212; there&#8217;s a level of buy-in required, and it includes not asking &#8220;Can I become king&#8221;-type questions.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Frank</title>
		<link>http://www.treasuretables.org/2006/05/mythic-review-gming-in-the-key-of-improv/comment-page-1#comment-2211</link>
		<dc:creator>Frank</dc:creator>
		<pubDate>Thu, 11 May 2006 23:32:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=330#comment-2211</guid>
		<description>Hmm, I&#039;m having a hard time seeing how a resolution system helps drive zero prep play. You talk about various ratings, what guidance does Mythic give for coming up with ratings? What guidance does the system give for deciding what questions to actually resolve? Can a play just say &quot;I want to be king&quot; and roll, and if he rolls well, gee, he&#039;s suddenly king and everything along the way has been bypassed?

Frank</description>
		<content:encoded><![CDATA[<p>Hmm, I&#8217;m having a hard time seeing how a resolution system helps drive zero prep play. You talk about various ratings, what guidance does Mythic give for coming up with ratings? What guidance does the system give for deciding what questions to actually resolve? Can a play just say &#8220;I want to be king&#8221; and roll, and if he rolls well, gee, he&#8217;s suddenly king and everything along the way has been bypassed?</p>
<p>Frank</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Martin</title>
		<link>http://www.treasuretables.org/2006/05/mythic-review-gming-in-the-key-of-improv/comment-page-1#comment-2210</link>
		<dc:creator>Martin</dc:creator>
		<pubDate>Thu, 11 May 2006 22:59:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=330#comment-2210</guid>
		<description>Ian: I think EN World is where I saw the &lt;i&gt;Mythic&lt;/i&gt; ad, too -- glad I could help!

Dotan: I can see how that wouldn&#039;t be completely clear -- I spent so much concentrated time with the game that I think I got proximity blindness. ;)

I&#039;ve added a bit to the middle to clarify what set&#039;s &lt;i&gt;Mythic&lt;/i&gt;&#039;s resolution system apart -- thanks for bringing it up!

So that you don&#039;t have to search for it, here&#039;s the new material, along with the first sentence that it follows:

Then you roll percentile dice and see if you succeeded. In &lt;i&gt;Mythic&lt;/i&gt;, a success means your question gets a &quot;yes&quot; answer -- as in, &quot;Yes, you climbed the wall.&quot;

That&#039;s true whether the question was &quot;Can I climb that wall&quot; or &quot;Is the door guarded?&quot; Even a big question like &quot;Is there a castle at the top of the hill?&quot; gets answered the same way -- the GM (or, if you&#039;re playing without a GM, the group as a whole) assigns a difficulty, and you roll on the fate chart.

In other words, &lt;i&gt;Mythic&lt;/i&gt;&#039;s core element -- the fate chart -- is both a unified resolution mechanic (in that every task in the game, from skill checks to combat to social interactions, can be resolved using the chart), it&#039;s also the engine that drives the structure of your adventures.

Instead of having an adventure written up that specifies what happens next (to a greater or lesser degree), what kinds of questions the players ask, and how they are answered, moves the game forward.

That&#039;s where the improv element that is so central to &lt;i&gt;Mythic&lt;/i&gt; comes in, and the game provides lots of guidance about how to phrase questions, how to deal with bundles of questions (multiple actions) and other situations that might crop up.</description>
		<content:encoded><![CDATA[<p>Ian: I think EN World is where I saw the <i>Mythic</i> ad, too &#8212; glad I could help!</p>
<p>Dotan: I can see how that wouldn&#8217;t be completely clear &#8212; I spent so much concentrated time with the game that I think I got proximity blindness. <img src='http://www.treasuretables.org/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<p>I&#8217;ve added a bit to the middle to clarify what set&#8217;s <i>Mythic</i>&#8216;s resolution system apart &#8212; thanks for bringing it up!</p>
<p>So that you don&#8217;t have to search for it, here&#8217;s the new material, along with the first sentence that it follows:</p>
<p>Then you roll percentile dice and see if you succeeded. In <i>Mythic</i>, a success means your question gets a &#8220;yes&#8221; answer &#8212; as in, &#8220;Yes, you climbed the wall.&#8221;</p>
<p>That&#8217;s true whether the question was &#8220;Can I climb that wall&#8221; or &#8220;Is the door guarded?&#8221; Even a big question like &#8220;Is there a castle at the top of the hill?&#8221; gets answered the same way &#8212; the GM (or, if you&#8217;re playing without a GM, the group as a whole) assigns a difficulty, and you roll on the fate chart.</p>
<p>In other words, <i>Mythic</i>&#8216;s core element &#8212; the fate chart &#8212; is both a unified resolution mechanic (in that every task in the game, from skill checks to combat to social interactions, can be resolved using the chart), it&#8217;s also the engine that drives the structure of your adventures.</p>
<p>Instead of having an adventure written up that specifies what happens next (to a greater or lesser degree), what kinds of questions the players ask, and how they are answered, moves the game forward.</p>
<p>That&#8217;s where the improv element that is so central to <i>Mythic</i> comes in, and the game provides lots of guidance about how to phrase questions, how to deal with bundles of questions (multiple actions) and other situations that might crop up.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Dotan</title>
		<link>http://www.treasuretables.org/2006/05/mythic-review-gming-in-the-key-of-improv/comment-page-1#comment-2208</link>
		<dc:creator>Dotan</dc:creator>
		<pubDate>Thu, 11 May 2006 19:05:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=330#comment-2208</guid>
		<description>Hi,
I found the review damn confusing. You talk about zero-prep and GM-less, improvised gaming, and then continue to a discussion of the Fate Chart, describing it as a bog-standard resolution mechanic - there&#039;s nothing interesting and new about a resolution mechanic that gives Yes/No answers to a question like &quot;did my character succeed at climbing the wall?&quot;
Near the end of your review, I get the vague idea that this Fate table is used as a universal tool both to resolve non-combat actions and to create an adventure, somehow.
But how does it do the latter? I don&#039;t get any idea from the review.</description>
		<content:encoded><![CDATA[<p>Hi,<br />
I found the review damn confusing. You talk about zero-prep and GM-less, improvised gaming, and then continue to a discussion of the Fate Chart, describing it as a bog-standard resolution mechanic &#8211; there&#8217;s nothing interesting and new about a resolution mechanic that gives Yes/No answers to a question like &#8220;did my character succeed at climbing the wall?&#8221;<br />
Near the end of your review, I get the vague idea that this Fate table is used as a universal tool both to resolve non-combat actions and to create an adventure, somehow.<br />
But how does it do the latter? I don&#8217;t get any idea from the review.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Ian</title>
		<link>http://www.treasuretables.org/2006/05/mythic-review-gming-in-the-key-of-improv/comment-page-1#comment-2207</link>
		<dc:creator>Ian</dc:creator>
		<pubDate>Thu, 11 May 2006 18:53:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=330#comment-2207</guid>
		<description>That&#039;s really funny. I saw the ad for Mythic just like a couple days before ENWorld went down, and I was sad that I couldn&#039;t find a decent review of it.

Thanks for the review! It&#039;s really appreciated!</description>
		<content:encoded><![CDATA[<p>That&#8217;s really funny. I saw the ad for Mythic just like a couple days before ENWorld went down, and I was sad that I couldn&#8217;t find a decent review of it.</p>
<p>Thanks for the review! It&#8217;s really appreciated!</p>
]]></content:encoded>
	</item>
</channel>
</rss>

