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	<title>ars ludi &#187; game design / adventure building</title>
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	<description>art of the game, roleplaying game theory from the brain of ben robbins</description>
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		<title>Crisscrossing Players and Plots and Not Losing Your Mind</title>
		<link>http://arsludi.lamemage.com/index.php/130/mixing-players-mixing-plots/</link>
		<comments>http://arsludi.lamemage.com/index.php/130/mixing-players-mixing-plots/#comments</comments>
		<pubDate>Mon, 22 Mar 2010 07:05:58 +0000</pubDate>
		<dc:creator>ben robbins</dc:creator>
				<category><![CDATA[game design / adventure building]]></category>

		<guid isPermaLink="false">http://arsludi.lamemage.com/?p=130</guid>
		<description><![CDATA[After West Marches I ran a long-term superhero game, New Century City. Unlike West Marches it followed the more traditional &#8220;the GM creates a situation and the players have fun with it&#8221; model, which was fitting because superhero games are one of the most reactive genres you can play: villains hatch schemes, heroes react to [...]]]></description>
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		<slash:comments>17</slash:comments>
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		<title>Treasure Tells A Story</title>
		<link>http://arsludi.lamemage.com/index.php/99/treasure-tells-a-story/</link>
		<comments>http://arsludi.lamemage.com/index.php/99/treasure-tells-a-story/#comments</comments>
		<pubDate>Fri, 27 Jun 2008 06:07:30 +0000</pubDate>
		<dc:creator>ben robbins</dc:creator>
				<category><![CDATA[game design / adventure building]]></category>

		<guid isPermaLink="false">http://arsludi.lamemage.com/?p=99</guid>
		<description><![CDATA[If you&#8217;ve played in any of the basic dungeon crawling analogs, you&#8217;ve experienced that magical post-combat moment: treasure anticipation. There&#8217;s loot &#8212; you know there&#8217;s loot &#8212; but you don&#8217;t know what it is yet. Your brain is awash with the endless possibilities, visions of the shiny wonders that could be stashed in the ogre&#8217;s [...]]]></description>
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		<slash:comments>20</slash:comments>
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		<title>Backdrop Plots: May You Live In Interesting Times</title>
		<link>http://arsludi.lamemage.com/index.php/76/backdrop-plots-may-you-live-in-interesting-times/</link>
		<comments>http://arsludi.lamemage.com/index.php/76/backdrop-plots-may-you-live-in-interesting-times/#comments</comments>
		<pubDate>Tue, 25 Sep 2007 13:50:41 +0000</pubDate>
		<dc:creator>ben robbins</dc:creator>
				<category><![CDATA[game design / adventure building]]></category>

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		<description><![CDATA[Detectives investigate a string of grisly murders around the city. That&#8217;s a fine plot for a game. It covers the basics by providing a clear problem, a potential for action, and a motivation for the players to get involved (they could be the detectives, the vengeful bereaved, or someone who may be next on the [...]]]></description>
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		<slash:comments>12</slash:comments>
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		<title>Plot vs Premise: Running Crime Games</title>
		<link>http://arsludi.lamemage.com/index.php/67/plot-vs-premise-running-crime-games/</link>
		<comments>http://arsludi.lamemage.com/index.php/67/plot-vs-premise-running-crime-games/#comments</comments>
		<pubDate>Wed, 06 Jun 2007 14:41:24 +0000</pubDate>
		<dc:creator>ben robbins</dc:creator>
				<category><![CDATA[game design / adventure building]]></category>

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		<description><![CDATA[Crimes are a villain staple. Bank robbery, arson, kidnapping, and the ever-popular holding the city for ransom &#8211; it&#8217;s what villains do. But in games there are really only two kinds of crimes: those where the specific crime matters (plot), and those where the crime is just a setting for the action (premise). A classic [...]]]></description>
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		<slash:comments>4</slash:comments>
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		<title>Situations not Plots</title>
		<link>http://arsludi.lamemage.com/index.php/49/situations-not-plots/</link>
		<comments>http://arsludi.lamemage.com/index.php/49/situations-not-plots/#comments</comments>
		<pubDate>Mon, 25 Dec 2006 05:25:33 +0000</pubDate>
		<dc:creator>ben robbins</dc:creator>
				<category><![CDATA[game design / adventure building]]></category>

		<guid isPermaLink="false">http://www.lamemage.com/proto/wordpress/?p=49</guid>
		<description><![CDATA[A sorcerer-wight has awakened in his barrow after his ancestral necklace was filched by a hobbit thief, and he has sent undead minions forth to sack the countryside and find it. That&#39;s a plot. You (the GM) know it&#39;s a cool idea, but the players aren&#39;t going to see that until they put all the [...]]]></description>
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		<slash:comments>11</slash:comments>
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		<title>Anatomy of an Action Scene</title>
		<link>http://arsludi.lamemage.com/index.php/48/anatomy-of-an-action-scene/</link>
		<comments>http://arsludi.lamemage.com/index.php/48/anatomy-of-an-action-scene/#comments</comments>
		<pubDate>Fri, 22 Dec 2006 07:47:50 +0000</pubDate>
		<dc:creator>ben robbins</dc:creator>
				<category><![CDATA[game design / adventure building]]></category>

		<guid isPermaLink="false">http://www.lamemage.com/proto/wordpress/?p=48</guid>
		<description><![CDATA[As we&#39;ve already confessed, you are not going to remember GM tips at the table, in the heat of the moment. Things happen fast during a game, and it will come down to your personality and instincts (your GM reflexes) not pages of advice you read somewhere. Designing the game is another matter entirely. There [...]]]></description>
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		<slash:comments>0</slash:comments>
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		<title>Revelations</title>
		<link>http://arsludi.lamemage.com/index.php/41/revelations/</link>
		<comments>http://arsludi.lamemage.com/index.php/41/revelations/#comments</comments>
		<pubDate>Wed, 25 Oct 2006 10:16:54 +0000</pubDate>
		<dc:creator>ben robbins</dc:creator>
				<category><![CDATA[game design / adventure building]]></category>

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		<description><![CDATA[Normal weapons can&#39;t kill the zombies. MicroMan doesn&#39;t trust Captain Fury. The lake monster is really Old Man Wiggins in a rubber mask. These are Revelations. They are things you want the players to find out so that they can make good choices or just understand what is going on in the game. Revelations advance [...]]]></description>
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		<slash:comments>2</slash:comments>
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		<title>Question Your Assumptions</title>
		<link>http://arsludi.lamemage.com/index.php/6/question-your-assumptions/</link>
		<comments>http://arsludi.lamemage.com/index.php/6/question-your-assumptions/#comments</comments>
		<pubDate>Wed, 07 Dec 2005 06:44:34 +0000</pubDate>
		<dc:creator>ben robbins</dc:creator>
				<category><![CDATA[game design / adventure building]]></category>

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		<description><![CDATA[When you&#8217;re writing your game, there&#8217;s a tendency toward tunnel vision, to assume players will do what you expect. Take a step back and think about what assumptions you&#8217;re making: gentleman’s agreement &#8211; You expect the players will do something based on the type of game you are playing. If you all agree to play [...]]]></description>
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		<slash:comments>3</slash:comments>
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