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	<title>Treasure Tables &#187; Encounters</title>
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	<link>http://www.treasuretables.org</link>
	<description>Game mastering advice, ideas &#038; resources &#8226; Dedicated to helping GMs</description>
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		<title>Crimes as Plots or Premises</title>
		<link>http://www.treasuretables.org/2007/06/crimes-as-plots-or-premises</link>
		<comments>http://www.treasuretables.org/2007/06/crimes-as-plots-or-premises#comments</comments>
		<pubDate>Fri, 15 Jun 2007 13:37:13 +0000</pubDate>
		<dc:creator>Martin</dc:creator>
				<category><![CDATA[Encounters]]></category>
		<category><![CDATA[Scenarios]]></category>

		<guid isPermaLink="false">http://www.treasuretables.org/2007/06/crimes-as-plots-or-premises</guid>
		<description><![CDATA[Ben Robbins, author of ars ludi, has an excellent post up about the two ways you can use crimes in your adventures. Specifically, it&#8217;s about the difference between crimes as plots, where the whole scenario revolves around the crime, and crimes as premises &#8212; an excuse to do something cool, but not the basis for [...]]]></description>
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		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>Pulling Punches in Combat: A GMing Dilemma</title>
		<link>http://www.treasuretables.org/2007/05/pulling-punches-in-combat-a-gming-dilemma</link>
		<comments>http://www.treasuretables.org/2007/05/pulling-punches-in-combat-a-gming-dilemma#comments</comments>
		<pubDate>Thu, 24 May 2007 15:45:05 +0000</pubDate>
		<dc:creator>Martin</dc:creator>
				<category><![CDATA[Encounters]]></category>
		<category><![CDATA[PCs]]></category>

		<guid isPermaLink="false">http://www.treasuretables.org/?p=736</guid>
		<description><![CDATA[Bill and the Gnome Punters wrote to me about a common GMing dilemma: Do you use PC tactics against the PCs &#8212; specifically, focusing attacks on a single target rather than spreading the love &#8212; or do you pull punches in combat? Bill ran into this situation with his group a little while back, but [...]]]></description>
		<wfw:commentRss>http://www.treasuretables.org/2007/05/pulling-punches-in-combat-a-gming-dilemma/feed</wfw:commentRss>
		<slash:comments>12</slash:comments>
		</item>
		<item>
		<title>Improvising an Encounter</title>
		<link>http://www.treasuretables.org/2007/05/improvising-an-encounter</link>
		<comments>http://www.treasuretables.org/2007/05/improvising-an-encounter#comments</comments>
		<pubDate>Wed, 09 May 2007 13:41:20 +0000</pubDate>
		<dc:creator>Martin</dc:creator>
				<category><![CDATA[Encounters]]></category>
		<category><![CDATA[Improving Your GMing]]></category>

		<guid isPermaLink="false">http://www.treasuretables.org/?p=721</guid>
		<description><![CDATA[Every GM improvises, but not every GM is comfortable winging important encounters. Here&#8217;s one way to make running an improv encounter a breeze. During a session, your players take the game in an unexpected direction. The PCs are about to get involved in an encounter that you haven&#8217;t planned for at all. What do you [...]]]></description>
		<wfw:commentRss>http://www.treasuretables.org/2007/05/improvising-an-encounter/feed</wfw:commentRss>
		<slash:comments>7</slash:comments>
		</item>
		<item>
		<title>Can Old RPG Standbys Still Amaze?</title>
		<link>http://www.treasuretables.org/2007/04/can-old-rpg-standbys-still-amaze</link>
		<comments>http://www.treasuretables.org/2007/04/can-old-rpg-standbys-still-amaze#comments</comments>
		<pubDate>Thu, 12 Apr 2007 14:18:34 +0000</pubDate>
		<dc:creator>Martin</dc:creator>
				<category><![CDATA[Encounters]]></category>

		<guid isPermaLink="false">http://www.treasuretables.org/2007/04/can-old-rpg-standbys-still-amaze</guid>
		<description><![CDATA[If you&#8217;ve been gaming for long enough, you&#8217;ve seen plenty of campaign elements more than once: giant rats and skeletons in low-level D&#038;D games, sinister corporate goons in cyberpunk scenarios and the like. When you first started playing, those things might have been pretty amazing. I know they were for me &#8212; when everything&#8217;s new, [...]]]></description>
		<wfw:commentRss>http://www.treasuretables.org/2007/04/can-old-rpg-standbys-still-amaze/feed</wfw:commentRss>
		<slash:comments>22</slash:comments>
		</item>
		<item>
		<title>A Little Christmas Action Scene</title>
		<link>http://www.treasuretables.org/2006/12/a-little-christmas-action-scene</link>
		<comments>http://www.treasuretables.org/2006/12/a-little-christmas-action-scene#comments</comments>
		<pubDate>Mon, 25 Dec 2006 12:03:11 +0000</pubDate>
		<dc:creator>Martin</dc:creator>
				<category><![CDATA[Encounters]]></category>

		<guid isPermaLink="false">http://www.treasuretables.org/?p=580</guid>
		<description><![CDATA[Merry Christmas from Treasure Tables! Last year&#8217;s Christmas post was about the worst Dungeon Master ever; this year, it&#8217;s about action scenes. Over on ars ludi, Ben Robbins (of Lame Mage Productions) lays out the anatomy of an action scene. His approach involves a simple seven-part framework for designing an action scene, built with supers [...]]]></description>
		<wfw:commentRss>http://www.treasuretables.org/2006/12/a-little-christmas-action-scene/feed</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Perilous Cliff Road of Doom</title>
		<link>http://www.treasuretables.org/2006/12/perilous-cliff-road-of-doom</link>
		<comments>http://www.treasuretables.org/2006/12/perilous-cliff-road-of-doom#comments</comments>
		<pubDate>Tue, 19 Dec 2006 12:10:01 +0000</pubDate>
		<dc:creator>Martin</dc:creator>
				<category><![CDATA[Encounters]]></category>

		<guid isPermaLink="false">http://www.treasuretables.org/?p=573</guid>
		<description><![CDATA[I give you the amazing Perilous Cliff Road of Doom, as featured in Dangerous Roads of the World, Part 2. (Via kottke.) Not only is this road incredibly cool, but it fits into any genre &#8212; pulp, fantasy, horror, sci-fi, modern, espionage, supers&#8230; Seriously, I can&#8217;t think of a single genre where this wouldn&#8217;t work [...]]]></description>
		<wfw:commentRss>http://www.treasuretables.org/2006/12/perilous-cliff-road-of-doom/feed</wfw:commentRss>
		<slash:comments>4</slash:comments>
		</item>
		<item>
		<title>Using Wargames for RPG Combat</title>
		<link>http://www.treasuretables.org/2006/10/using-wargames-for-rpg-combat</link>
		<comments>http://www.treasuretables.org/2006/10/using-wargames-for-rpg-combat#comments</comments>
		<pubDate>Wed, 04 Oct 2006 14:08:02 +0000</pubDate>
		<dc:creator>Martin</dc:creator>
				<category><![CDATA[Encounters]]></category>

		<guid isPermaLink="false">http://www.treasuretables.org/?p=490</guid>
		<description><![CDATA[I&#8217;ve always been intrigued by the idea of running a MechWarrior campaign and using BattleTech for in-game mech battles. The fact that the PCs are involved would put a different spin on the wargame aspect (and vice versa), and it sounds like fun. There are other RPG lines that also have (or had) wargames associated [...]]]></description>
		<wfw:commentRss>http://www.treasuretables.org/2006/10/using-wargames-for-rpg-combat/feed</wfw:commentRss>
		<slash:comments>13</slash:comments>
		</item>
		<item>
		<title>Three Kinds of Encounter: Obstacles, Breakthroughs and Climaxes</title>
		<link>http://www.treasuretables.org/2006/09/three-kinds-of-encounter-obstacles-breakthroughs-and-climaxes</link>
		<comments>http://www.treasuretables.org/2006/09/three-kinds-of-encounter-obstacles-breakthroughs-and-climaxes#comments</comments>
		<pubDate>Thu, 21 Sep 2006 12:18:29 +0000</pubDate>
		<dc:creator>Martin</dc:creator>
				<category><![CDATA[Encounters]]></category>
		<category><![CDATA[Guest Posts]]></category>

		<guid isPermaLink="false">http://www.treasuretables.org/?p=473</guid>
		<description><![CDATA[In the comments on Encounters: A Similar Formula , Ian Toltz of Asmor.com made a great comment outlining three broad types of encounter. His analysis is succinct and useful, and he was kind enough to let me turn his comment into a guest post. - &#8211; - &#8211; - If I may put forth this [...]]]></description>
		<wfw:commentRss>http://www.treasuretables.org/2006/09/three-kinds-of-encounter-obstacles-breakthroughs-and-climaxes/feed</wfw:commentRss>
		<slash:comments>5</slash:comments>
		</item>
		<item>
		<title>Encounters: A Simple Formula</title>
		<link>http://www.treasuretables.org/2006/09/encounters-a-simple-formula</link>
		<comments>http://www.treasuretables.org/2006/09/encounters-a-simple-formula#comments</comments>
		<pubDate>Fri, 15 Sep 2006 14:34:40 +0000</pubDate>
		<dc:creator>Martin</dc:creator>
				<category><![CDATA[Encounters]]></category>

		<guid isPermaLink="false">http://www.treasuretables.org/?p=471</guid>
		<description><![CDATA[Here&#8217;s a basic formula that you can use to construct an encounter: Challenge (combat, social, puzzle or other) + unique element (memorable NPC, fighting on a rope bridge, etc.) + a way to advance even if the party fails (although perhaps with penalties) = a successful encounter. And here&#8217;s a brief example encounter: A band [...]]]></description>
		<wfw:commentRss>http://www.treasuretables.org/2006/09/encounters-a-simple-formula/feed</wfw:commentRss>
		<slash:comments>13</slash:comments>
		</item>
		<item>
		<title>The Rule of No Fudge and the Rule of Tactically Interesting</title>
		<link>http://www.treasuretables.org/2006/07/the-rule-of-no-fudge-and-the-rule-of-tactically-interesting</link>
		<comments>http://www.treasuretables.org/2006/07/the-rule-of-no-fudge-and-the-rule-of-tactically-interesting#comments</comments>
		<pubDate>Fri, 21 Jul 2006 12:01:04 +0000</pubDate>
		<dc:creator>Martin</dc:creator>
				<category><![CDATA[Approaches and Techniques]]></category>
		<category><![CDATA[Encounters]]></category>
		<category><![CDATA[Guest Posts]]></category>

		<guid isPermaLink="false">http://www.treasuretables.org/?p=415</guid>
		<description><![CDATA[In a comment on The Tough Part About Tactical Encounters, Crazy Jerome made some great points about zero-fudge games and tactical encounters. I asked him if I could make part of his comment into a guest post, and he was nice enough to say yes. (Thanks, CJ!) Here it is. Asserted as a hidden correlation: [...]]]></description>
		<wfw:commentRss>http://www.treasuretables.org/2006/07/the-rule-of-no-fudge-and-the-rule-of-tactically-interesting/feed</wfw:commentRss>
		<slash:comments>22</slash:comments>
		</item>
		<item>
		<title>The Tough Part About Tactical Encounters</title>
		<link>http://www.treasuretables.org/2006/07/the-tough-part-about-tactical-encounters</link>
		<comments>http://www.treasuretables.org/2006/07/the-tough-part-about-tactical-encounters#comments</comments>
		<pubDate>Mon, 17 Jul 2006 13:21:21 +0000</pubDate>
		<dc:creator>Martin</dc:creator>
				<category><![CDATA[Encounters]]></category>

		<guid isPermaLink="false">http://www.treasuretables.org/?p=409</guid>
		<description><![CDATA[In Throwaway Encounters, Chris Chinn examines one reason it can be tough for GMs to come up with good tactical encounters: because they only see them once. Other than through product support, there are only two approaches I&#8217;ve found to address this problem. One is to reuse encounters from past games (adjusted for current circumstances, [...]]]></description>
		<wfw:commentRss>http://www.treasuretables.org/2006/07/the-tough-part-about-tactical-encounters/feed</wfw:commentRss>
		<slash:comments>15</slash:comments>
		</item>
		<item>
		<title>Roleplaying Tips #301: 120 Benign Wilderness Encounters</title>
		<link>http://www.treasuretables.org/2006/03/roleplaying-tips-301-120-benign-wilderness-encounters</link>
		<comments>http://www.treasuretables.org/2006/03/roleplaying-tips-301-120-benign-wilderness-encounters#comments</comments>
		<pubDate>Tue, 14 Mar 2006 12:04:41 +0000</pubDate>
		<dc:creator>Martin</dc:creator>
				<category><![CDATA[Encounters]]></category>

		<guid isPermaLink="false">http://www.treasuretables.org/?p=263</guid>
		<description><![CDATA[Roleplaying Tips #301 follows up on the 150 non-combat urban encounters presented in issue #299 with 120 non-combat wilderness encounters for your fantasy game. Many aren&#8217;t actually encounters, though &#8212; instead, they&#8217;re meant to be fuel for impromptu descriptions, and for adding flavor to wilderness travel.]]></description>
		<wfw:commentRss>http://www.treasuretables.org/2006/03/roleplaying-tips-301-120-benign-wilderness-encounters/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
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