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	<title>Comments on: Three-Part Series on Writing RPG Session Notes</title>
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	<link>http://www.treasuretables.org/2007/10/three-part-series-on-writing-rpg-session-notes</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/2007/10/three-part-series-on-writing-rpg-session-notes/comment-page-1#comment-13811</link>
		<dc:creator>Martin</dc:creator>
		<pubDate>Mon, 29 Oct 2007 21:02:59 +0000</pubDate>
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		<description>The first two bullet points definitely work as &quot;traits for most good RPGs&quot; (light systems aren&#039;t everyone&#039;s cup of tea), but I agree that the third one doesn&#039;t quite fit.

As Phil intended them, though, I think they&#039;re nearly universal. I&#039;ve seen at least one detailed prep system that was self-described (by its author, not by me) as &quot;work intensive,&quot; but I don&#039;t think that&#039;s as common as lighter approaches. ;)</description>
		<content:encoded><![CDATA[<p>The first two bullet points definitely work as &#8220;traits for most good RPGs&#8221; (light systems aren&#8217;t everyone&#8217;s cup of tea), but I agree that the third one doesn&#8217;t quite fit.</p>
<p>As Phil intended them, though, I think they&#8217;re nearly universal. I&#8217;ve seen at least one detailed prep system that was self-described (by its author, not by me) as &#8220;work intensive,&#8221; but I don&#8217;t think that&#8217;s as common as lighter approaches. <img src='http://www.treasuretables.org/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
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		<title>By: darelf</title>
		<link>http://www.treasuretables.org/2007/10/three-part-series-on-writing-rpg-session-notes/comment-page-1#comment-13810</link>
		<dc:creator>darelf</dc:creator>
		<pubDate>Mon, 29 Oct 2007 20:53:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/2007/10/three-part-series-on-writing-rpg-session-notes#comment-13810</guid>
		<description>Hmm..  good point.  I think I internalize the word &quot;slack&quot; differently.

His point is one about timing.  Postponing something without causing undue stress.  I would say, perhaps, this would be the attribute of the &quot;perfect&quot; rpg system, rather than simply a &quot;good&quot; one.

I&#039;m uncertain how one would build such a thing into an RPG.  How many times do we talk about &quot;retconning&quot; or &quot;oops, I did it again&quot; syndrome?  What if an RPG could somehow &quot;fix&quot; that?

It&#039;s a nice thought, but I have no idea what such a system would look like.  Adventures are generally built along the lines of &quot;choose your own adventure&quot;.  That is, even if they aren&#039;t linear, they have an outline and some different possible outcomes.  Most games play out as if they were a novel or tv show ( I prefer the latter ).  I think that&#039;s on purpose, and I&#039;m unsure how one would &quot;fix&quot; it rules-wise ( without the game being based on reality-changing, in which the entire game is an exercise in player-directed retconning )

Or, if you skipped all the above paragraphs... &quot;I don&#039;t know, exactly&quot;.. :)</description>
		<content:encoded><![CDATA[<p>Hmm..  good point.  I think I internalize the word &#8220;slack&#8221; differently.</p>
<p>His point is one about timing.  Postponing something without causing undue stress.  I would say, perhaps, this would be the attribute of the &#8220;perfect&#8221; rpg system, rather than simply a &#8220;good&#8221; one.</p>
<p>I&#8217;m uncertain how one would build such a thing into an RPG.  How many times do we talk about &#8220;retconning&#8221; or &#8220;oops, I did it again&#8221; syndrome?  What if an RPG could somehow &#8220;fix&#8221; that?</p>
<p>It&#8217;s a nice thought, but I have no idea what such a system would look like.  Adventures are generally built along the lines of &#8220;choose your own adventure&#8221;.  That is, even if they aren&#8217;t linear, they have an outline and some different possible outcomes.  Most games play out as if they were a novel or tv show ( I prefer the latter ).  I think that&#8217;s on purpose, and I&#8217;m unsure how one would &#8220;fix&#8221; it rules-wise ( without the game being based on reality-changing, in which the entire game is an exercise in player-directed retconning )</p>
<p>Or, if you skipped all the above paragraphs&#8230; &#8220;I don&#8217;t know, exactly&#8221;.. <img src='http://www.treasuretables.org/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: Amaril</title>
		<link>http://www.treasuretables.org/2007/10/three-part-series-on-writing-rpg-session-notes/comment-page-1#comment-13805</link>
		<dc:creator>Amaril</dc:creator>
		<pubDate>Mon, 29 Oct 2007 14:32:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/2007/10/three-part-series-on-writing-rpg-session-notes#comment-13805</guid>
		<description>darelf, when I first read the bulleted list, I actually thought that&#039;s what it was talking about, but then I realized it was referring to GM session writing. Although, I&#039;m not sure how the third bullet point can be associated with an RPG game. Can you explain?</description>
		<content:encoded><![CDATA[<p>darelf, when I first read the bulleted list, I actually thought that&#8217;s what it was talking about, but then I realized it was referring to GM session writing. Although, I&#8217;m not sure how the third bullet point can be associated with an RPG game. Can you explain?</p>
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		<title>By: darelf</title>
		<link>http://www.treasuretables.org/2007/10/three-part-series-on-writing-rpg-session-notes/comment-page-1#comment-13804</link>
		<dc:creator>darelf</dc:creator>
		<pubDate>Mon, 29 Oct 2007 13:22:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/2007/10/three-part-series-on-writing-rpg-session-notes#comment-13804</guid>
		<description>Your 3 bullet points (or rather, Phil&#039;s) seem to work well for what makes a good RPG.....

Coincidence?</description>
		<content:encoded><![CDATA[<p>Your 3 bullet points (or rather, Phil&#8217;s) seem to work well for what makes a good RPG&#8230;..</p>
<p>Coincidence?</p>
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