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	<title>Treasure Tables &#187; Genre Advice</title>
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	<description>Game mastering advice, ideas &#038; resources &#8226; Dedicated to helping GMs</description>
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		<title>Hellsquid</title>
		<link>http://www.treasuretables.org/2007/10/hellsquid</link>
		<comments>http://www.treasuretables.org/2007/10/hellsquid#comments</comments>
		<pubDate>Sun, 28 Oct 2007 12:03:10 +0000</pubDate>
		<dc:creator>Martin</dc:creator>
				<category><![CDATA[Genre Advice]]></category>

		<guid isPermaLink="false">http://www.treasuretables.org/2007/10/hellsquid</guid>
		<description><![CDATA[Like horror? Try this little guy on for size: It&#8217;s a real creature, the 25mm promachoteuthis sulcus, a squid found a mile below the surface of the Atlantic. (Here&#8217;s its Tree of Life entry.) But in a different size, or sticking out of someone&#8217;s stomach, or in place of an otherwise normal human&#8217;s head, this [...]]]></description>
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		<slash:comments>5</slash:comments>
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		<title>Fear Checks: Always a Bad Idea</title>
		<link>http://www.treasuretables.org/2007/01/fear-checks-always-a-bad-idea</link>
		<comments>http://www.treasuretables.org/2007/01/fear-checks-always-a-bad-idea#comments</comments>
		<pubDate>Wed, 10 Jan 2007 16:00:33 +0000</pubDate>
		<dc:creator>Martin</dc:creator>
				<category><![CDATA[Common Problems]]></category>
		<category><![CDATA[Genre Advice]]></category>

		<guid isPermaLink="false">http://www.treasuretables.org/?p=595</guid>
		<description><![CDATA[Without exception, in every RPG I&#8217;ve ever played that used a fear check mechanic &#8212; a roll players have to make to keep their characters from running away &#8212; that mechanic is always incredibly frustrating. &#8220;Fear check&#8221; is a general term that covers morale checks, horror saves, fright checks &#8212; any core mechanic where failing [...]]]></description>
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		<slash:comments>41</slash:comments>
		</item>
		<item>
		<title>Making the Gods Matter in Fantasy RPGs</title>
		<link>http://www.treasuretables.org/2007/01/making-the-gods-matter-in-fantasy-rpgs</link>
		<comments>http://www.treasuretables.org/2007/01/making-the-gods-matter-in-fantasy-rpgs#comments</comments>
		<pubDate>Tue, 09 Jan 2007 12:11:27 +0000</pubDate>
		<dc:creator>Martin</dc:creator>
				<category><![CDATA[Genre Advice]]></category>

		<guid isPermaLink="false">http://www.treasuretables.org/?p=594</guid>
		<description><![CDATA[Most fantasy RPGs feature a variety of gods, and those gods tend to play a prominent role in the world. There&#8217;s a spectrum, of course, ranging from settings where the gods are in the background to worlds like the Forgotten Realms &#8212; where, in the form of their avatars, the gods literally walk the earth. [...]]]></description>
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		<slash:comments>28</slash:comments>
		</item>
		<item>
		<title>Overused Plots in RPGs</title>
		<link>http://www.treasuretables.org/2006/12/overused-plots-in-rpgs</link>
		<comments>http://www.treasuretables.org/2006/12/overused-plots-in-rpgs#comments</comments>
		<pubDate>Fri, 29 Dec 2006 15:40:17 +0000</pubDate>
		<dc:creator>Martin</dc:creator>
				<category><![CDATA[Approaches and Techniques]]></category>
		<category><![CDATA[Genre Advice]]></category>

		<guid isPermaLink="false">http://www.treasuretables.org/?p=583</guid>
		<description><![CDATA[Strange Horizons, an online magazine of sci-fi stories (alongside other genres), has an entertainingly dry list of Stories We&#8217;ve Seen Too Often in their submission guidelines. There&#8217;s plenty of overlap with RPGs in this rundown of tired sci-fi plots &#8212; for example: &#8220;Visitor to alien planet ignores information about local rules, inadvertantly violates them, is [...]]]></description>
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		<slash:comments>17</slash:comments>
		</item>
		<item>
		<title>Dungeonomicon: Rethinking a Fantasy Staple</title>
		<link>http://www.treasuretables.org/2006/11/dungeonomicon-rethinking-a-fantasy-staple</link>
		<comments>http://www.treasuretables.org/2006/11/dungeonomicon-rethinking-a-fantasy-staple#comments</comments>
		<pubDate>Sat, 11 Nov 2006 12:07:34 +0000</pubDate>
		<dc:creator>Martin</dc:creator>
				<category><![CDATA[Genre Advice]]></category>

		<guid isPermaLink="false">http://www.treasuretables.org/?p=532</guid>
		<description><![CDATA[My friend Sam, who I game with every week, pointed me to this saucy little minx (thanks, Sam!): The Dungeonomicon, a lengthy thread on the WotC forums that attempts to justify, explain and tweak dungeons, along with a variety of other fantasy RPG staples. It&#8217;s broken down into sections, but the original thread has no [...]]]></description>
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		<slash:comments>12</slash:comments>
		</item>
		<item>
		<title>Flowchart for Espionage Games</title>
		<link>http://www.treasuretables.org/2006/10/flowchart-for-espionage-games</link>
		<comments>http://www.treasuretables.org/2006/10/flowchart-for-espionage-games#comments</comments>
		<pubDate>Tue, 31 Oct 2006 14:32:58 +0000</pubDate>
		<dc:creator>Martin</dc:creator>
				<category><![CDATA[Genre Advice]]></category>

		<guid isPermaLink="false">http://www.treasuretables.org/2006/10/flowchart-for-espionage-games</guid>
		<description><![CDATA[Courtesy of Jeff&#8217;s Gameblog, a flowchart for espionage missions from Top Secret designer Merle Rasmussen. This chart originally appeared in Dragon #40, and while (as Jeff points out) it does lack Bond girls, it more than makes up for that omission in cleverness. (Via RPG Blog.)]]></description>
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		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>Spy Games are All About Paranoia</title>
		<link>http://www.treasuretables.org/2006/09/spy-games-are-all-about-paranoia</link>
		<comments>http://www.treasuretables.org/2006/09/spy-games-are-all-about-paranoia#comments</comments>
		<pubDate>Mon, 18 Sep 2006 12:04:39 +0000</pubDate>
		<dc:creator>Martin</dc:creator>
				<category><![CDATA[Genre Advice]]></category>
		<category><![CDATA[Guest Posts]]></category>

		<guid isPermaLink="false">http://www.treasuretables.org/?p=474</guid>
		<description><![CDATA[This guest post by Patrick Benson (AKA VV_GM) is the fourth in our continuing Genre Advice for GMs series. In this post, Patrick shares a few secrets for driving your players nuts &#8212; in a good way. - &#8211; - &#8211; - Espionage games are one of the more difficult genres of RPGs to run. [...]]]></description>
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		<slash:comments>7</slash:comments>
		</item>
		<item>
		<title>Sci-Fi RPGs: Handwaving and Color</title>
		<link>http://www.treasuretables.org/2006/09/sci-fi-rpgs-handwaving-and-color</link>
		<comments>http://www.treasuretables.org/2006/09/sci-fi-rpgs-handwaving-and-color#comments</comments>
		<pubDate>Sat, 16 Sep 2006 12:06:59 +0000</pubDate>
		<dc:creator>Martin</dc:creator>
				<category><![CDATA[Genre Advice]]></category>

		<guid isPermaLink="false">http://www.treasuretables.org/?p=472</guid>
		<description><![CDATA[When you&#8217;re running a sci-fi RPG, how much the game world differs from the present day will depend on how far into the future the game projects &#8212; but given the rapid pace of technological advancement in the past hundred years, an awful lot is likely to have changed. This can lead to a sort [...]]]></description>
		<wfw:commentRss>http://www.treasuretables.org/2006/09/sci-fi-rpgs-handwaving-and-color/feed</wfw:commentRss>
		<slash:comments>6</slash:comments>
		</item>
		<item>
		<title>Make the Bugs Scary: Little Touches for Horror RPGs</title>
		<link>http://www.treasuretables.org/2006/09/make-the-bugs-scary-little-touches-for-horror-rpgs</link>
		<comments>http://www.treasuretables.org/2006/09/make-the-bugs-scary-little-touches-for-horror-rpgs#comments</comments>
		<pubDate>Mon, 11 Sep 2006 12:20:14 +0000</pubDate>
		<dc:creator>Martin</dc:creator>
				<category><![CDATA[Genre Advice]]></category>
		<category><![CDATA[Guest Posts]]></category>

		<guid isPermaLink="false">http://www.treasuretables.org/?p=467</guid>
		<description><![CDATA[This guest post by Patrick Benson (AKA VV_GM) is the third in our new Genre Advice for GMs series. In this post, Patrick reminds us that little things can be scary, too. - &#8211; - &#8211; - Horror in RPGs is a lot like horror in the movies. The first time you set up a [...]]]></description>
		<wfw:commentRss>http://www.treasuretables.org/2006/09/make-the-bugs-scary-little-touches-for-horror-rpgs/feed</wfw:commentRss>
		<slash:comments>6</slash:comments>
		</item>
		<item>
		<title>Three Tips for Running Memorable Supers Games</title>
		<link>http://www.treasuretables.org/2006/09/three-tips-for-running-memorable-supers-games</link>
		<comments>http://www.treasuretables.org/2006/09/three-tips-for-running-memorable-supers-games#comments</comments>
		<pubDate>Thu, 07 Sep 2006 12:14:42 +0000</pubDate>
		<dc:creator>Martin</dc:creator>
				<category><![CDATA[Genre Advice]]></category>
		<category><![CDATA[Guest Posts]]></category>

		<guid isPermaLink="false">http://www.treasuretables.org/?p=463</guid>
		<description><![CDATA[This guest post by Patrick Benson (AKA VV_GM) is the second in our Genre Advice for GMs series. In this post, Patrick tackles three ways to make your supers game shine. - &#8211; - &#8211; - Roleplaying games and comic books go together like bacon and eggs, Elvis and Cadillacs, Super Bowls and Sundays, thirty-sided [...]]]></description>
		<wfw:commentRss>http://www.treasuretables.org/2006/09/three-tips-for-running-memorable-supers-games/feed</wfw:commentRss>
		<slash:comments>4</slash:comments>
		</item>
		<item>
		<title>Making Magic in Fantasy RPGs</title>
		<link>http://www.treasuretables.org/2006/09/making-magic-in-fantasy-rpgs</link>
		<comments>http://www.treasuretables.org/2006/09/making-magic-in-fantasy-rpgs#comments</comments>
		<pubDate>Tue, 05 Sep 2006 14:29:28 +0000</pubDate>
		<dc:creator>Martin</dc:creator>
				<category><![CDATA[Genre Advice]]></category>
		<category><![CDATA[Guest Posts]]></category>

		<guid isPermaLink="false">http://www.treasuretables.org/?p=461</guid>
		<description><![CDATA[This guest post by tsuyoshikentsu is the first in our new Genre Advice for GMs series. In this post, tsuyoshikentsu tackles an important (and sometimes controversial) topic for fantasy GMs: magic. - &#8211; - &#8211; - Magic is the essential component of fantasy. Even if it doesn’t go by that name, no true fantasy setting [...]]]></description>
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		<slash:comments>7</slash:comments>
		</item>
		<item>
		<title>Why You Should Use Props in Horror Games</title>
		<link>http://www.treasuretables.org/2006/07/why-you-should-use-props-in-horror-games</link>
		<comments>http://www.treasuretables.org/2006/07/why-you-should-use-props-in-horror-games#comments</comments>
		<pubDate>Sat, 22 Jul 2006 12:18:39 +0000</pubDate>
		<dc:creator>Martin</dc:creator>
				<category><![CDATA[Genre Advice]]></category>
		<category><![CDATA[Props and Ambience]]></category>

		<guid isPermaLink="false">http://www.treasuretables.org/?p=413</guid>
		<description><![CDATA[Props are a good thing in any RPG, but they really shine in horror games (especially victim horror, like Call of Cthulhu). Why? Because in a horror game, the PCs tend to be extra cautious about their environment. Saying that the party finds a mysterious carving is one thing, but actually pulling out a weird [...]]]></description>
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		<slash:comments>4</slash:comments>
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