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	<title>Comments on: Not So Grand Experiments: Dream Cantos</title>
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	<link>http://arsludi.lamemage.com/index.php/85/not-so-grand-experiments-dream-cantos/</link>
	<description>art of the game, roleplaying game theory from the brain of ben robbins</description>
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		<title>By: Gerald Cameron</title>
		<link>http://arsludi.lamemage.com/index.php/85/not-so-grand-experiments-dream-cantos/comment-page-1/#comment-7932</link>
		<dc:creator>Gerald Cameron</dc:creator>
		<pubDate>Fri, 25 Jan 2008 07:33:27 +0000</pubDate>
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		<description>I think telling cool fluff apart from important deviations from the norm is an important skill that gets far too little attention from gamers. Both are important, but need to be handled very differently.</description>
		<content:encoded><![CDATA[<p>I think telling cool fluff apart from important deviations from the norm is an important skill that gets far too little attention from gamers. Both are important, but need to be handled very differently.</p>
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		<title>By: Ping</title>
		<link>http://arsludi.lamemage.com/index.php/85/not-so-grand-experiments-dream-cantos/comment-page-1/#comment-7906</link>
		<dc:creator>Ping</dc:creator>
		<pubDate>Thu, 24 Jan 2008 21:08:58 +0000</pubDate>
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		<description>When I first read this, I immediately thought of two previous articles, &lt;a href=&quot;http://arsludi.lamemage.com/index.php/39/run-club/&quot; rel=&quot;nofollow&quot;&gt;Run Club&lt;/a&gt; and &lt;a href=&quot;http://arsludi.lamemage.com/index.php/49/situations-not-plots/&quot; rel=&quot;nofollow&quot;&gt;Situations not Plots&lt;/a&gt;. GMs may be afraid to run a game without a cool concept because they worry the players won’t like it otherwise (Run Club) or they might focus too much on long-term, overarching plots and reveals while overlooking the immediate game (Situations not Plots).  In other words, as Ben says, are these cool concepts, plots, fantastic details adding to the heart and soul of the game? What is it that the players are going to remember and take away or ultimately find &quot;cool,&quot; and 9 times out of 10 is it different than what the GM was hoping for and put his/her time into?</description>
		<content:encoded><![CDATA[<p>When I first read this, I immediately thought of two previous articles, <a href="http://arsludi.lamemage.com/index.php/39/run-club/" rel="nofollow">Run Club</a> and <a href="http://arsludi.lamemage.com/index.php/49/situations-not-plots/" rel="nofollow">Situations not Plots</a>. GMs may be afraid to run a game without a cool concept because they worry the players won’t like it otherwise (Run Club) or they might focus too much on long-term, overarching plots and reveals while overlooking the immediate game (Situations not Plots).  In other words, as Ben says, are these cool concepts, plots, fantastic details adding to the heart and soul of the game? What is it that the players are going to remember and take away or ultimately find &#8220;cool,&#8221; and 9 times out of 10 is it different than what the GM was hoping for and put his/her time into?</p>
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