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	<title>Comments on: Stealing the Flashlight</title>
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	<link>http://www.treasuretables.org/2006/08/stealing-the-flashlight</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/2006/08/stealing-the-flashlight/comment-page-1#comment-3470</link>
		<dc:creator>Martin</dc:creator>
		<pubDate>Wed, 16 Aug 2006 23:19:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=440#comment-3470</guid>
		<description>I can see how player journals would mesh well with this approach -- that&#039;s a good idea.

I&#039;ve always had very mixed experiences with getting groups interested in doing journals, so I&#039;m envious when I hear about groups that do them as a matter of course. ;)</description>
		<content:encoded><![CDATA[<p>I can see how player journals would mesh well with this approach &#8212; that&#8217;s a good idea.</p>
<p>I&#8217;ve always had very mixed experiences with getting groups interested in doing journals, so I&#8217;m envious when I hear about groups that do them as a matter of course. <img src='http://www.treasuretables.org/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
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		<title>By: John Arcadian</title>
		<link>http://www.treasuretables.org/2006/08/stealing-the-flashlight/comment-page-1#comment-3441</link>
		<dc:creator>John Arcadian</dc:creator>
		<pubDate>Tue, 15 Aug 2006 19:26:02 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=440#comment-3441</guid>
		<description>I try to keep good logs of the adventures through the use of a journal.  I set up a deadjournal for my players and gave them the password. I give them extra experience, and I try to put up something from one of the NPC&#039;s perspective as well, or at least a bulleted list of the things that happened.  The journal has been there through multiple games and has a very interesting mix of stories in it.  

It&#039;s been a great resource for going back after a session and seeing what was really in the players flashlight beams.</description>
		<content:encoded><![CDATA[<p>I try to keep good logs of the adventures through the use of a journal.  I set up a deadjournal for my players and gave them the password. I give them extra experience, and I try to put up something from one of the NPC&#8217;s perspective as well, or at least a bulleted list of the things that happened.  The journal has been there through multiple games and has a very interesting mix of stories in it.  </p>
<p>It&#8217;s been a great resource for going back after a session and seeing what was really in the players flashlight beams.</p>
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		<title>By: ScottM</title>
		<link>http://www.treasuretables.org/2006/08/stealing-the-flashlight/comment-page-1#comment-3439</link>
		<dc:creator>ScottM</dc:creator>
		<pubDate>Tue, 15 Aug 2006 15:19:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=440#comment-3439</guid>
		<description>Player written campaign logs are a consistent way to see what&#039;s in the flashlight beam.  (Well, for the player who writes the log, at least.)</description>
		<content:encoded><![CDATA[<p>Player written campaign logs are a consistent way to see what&#8217;s in the flashlight beam.  (Well, for the player who writes the log, at least.)</p>
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		<title>By: Orde</title>
		<link>http://www.treasuretables.org/2006/08/stealing-the-flashlight/comment-page-1#comment-3438</link>
		<dc:creator>Orde</dc:creator>
		<pubDate>Tue, 15 Aug 2006 14:44:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=440#comment-3438</guid>
		<description>I generally start a session by asking the players where they were at the end of the last session.  This gives me a chance to make sure they (and I) remembered all the important plot points and I can remind them if there was anything they had forgotten, especially if there was something I&#039;m planning on using as the lead-in to the current session.

Orde</description>
		<content:encoded><![CDATA[<p>I generally start a session by asking the players where they were at the end of the last session.  This gives me a chance to make sure they (and I) remembered all the important plot points and I can remind them if there was anything they had forgotten, especially if there was something I&#8217;m planning on using as the lead-in to the current session.</p>
<p>Orde</p>
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		<title>By: Matt</title>
		<link>http://www.treasuretables.org/2006/08/stealing-the-flashlight/comment-page-1#comment-3437</link>
		<dc:creator>Matt</dc:creator>
		<pubDate>Tue, 15 Aug 2006 14:17:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=440#comment-3437</guid>
		<description>Don&#039;t forget the other side of this tool though-- Sometimes you show your players something (or readers, in my case), and then you purposely let it recede both from the metaphorical flashlight-beam and from the player&#039;s main stream of thought.  When you bring it back round again a couple sessions later, what seemed liked a minor occurrence can be imbued with new importance, leading to an &quot;ah-ha&quot; or &quot;oh no&quot; moment for your players.  There&#039;s nothing like finding out a seemingly minor event or character was crucially important to the bigger story, and it gives you an opportunity to reward or punish your players not just for the larger actions they take, but also for the smallest ones.  There&#039;s a nice balance to that-- The lives of heroes are made from their largest victories and defeats, but the character of a real person is more often determined by the smallest of choices.  Why not give your players opportunities to be both great heroes and great characters?  

Cool post, Nick.  Thanks for sharing.</description>
		<content:encoded><![CDATA[<p>Don&#8217;t forget the other side of this tool though&#8211; Sometimes you show your players something (or readers, in my case), and then you purposely let it recede both from the metaphorical flashlight-beam and from the player&#8217;s main stream of thought.  When you bring it back round again a couple sessions later, what seemed liked a minor occurrence can be imbued with new importance, leading to an &#8220;ah-ha&#8221; or &#8220;oh no&#8221; moment for your players.  There&#8217;s nothing like finding out a seemingly minor event or character was crucially important to the bigger story, and it gives you an opportunity to reward or punish your players not just for the larger actions they take, but also for the smallest ones.  There&#8217;s a nice balance to that&#8211; The lives of heroes are made from their largest victories and defeats, but the character of a real person is more often determined by the smallest of choices.  Why not give your players opportunities to be both great heroes and great characters?  </p>
<p>Cool post, Nick.  Thanks for sharing.</p>
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