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	<title>Comments on: RPPR Episode 47: Adventures in the Real World</title>
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	<link>http://slangdesign.com/rppr/2010/07/podcast-episode/rppr-episode-47-adventures-in-the-real-world/</link>
	<description>Commentary and Comedy Edition</description>
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		<title>By: Christian</title>
		<link>http://slangdesign.com/rppr/2010/07/podcast-episode/rppr-episode-47-adventures-in-the-real-world/comment-page-1/#comment-15266</link>
		<dc:creator>Christian</dc:creator>
		<pubDate>Wed, 04 Aug 2010 03:53:30 +0000</pubDate>
		<guid isPermaLink="false">http://slangdesign.com/rppr/?p=338#comment-15266</guid>
		<description>Rock solid as always. I bought Off the Books today, so thanks for the great suggestion. Your show remains my favorite podcast. 

Keep on keepin&#039; on,
Christian</description>
		<content:encoded><![CDATA[<p>Rock solid as always. I bought Off the Books today, so thanks for the great suggestion. Your show remains my favorite podcast. </p>
<p>Keep on keepin&#8217; on,<br />
Christian</p>
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		<title>By: puddleglum</title>
		<link>http://slangdesign.com/rppr/2010/07/podcast-episode/rppr-episode-47-adventures-in-the-real-world/comment-page-1/#comment-15259</link>
		<dc:creator>puddleglum</dc:creator>
		<pubDate>Mon, 02 Aug 2010 16:57:49 +0000</pubDate>
		<guid isPermaLink="false">http://slangdesign.com/rppr/?p=338#comment-15259</guid>
		<description>Great topic and ideers, guys. Personally, I also like the One Weird Thing strategy, in which most of the game is reality-based, but a single detail is tweaked in a supernatural direction. Any of the ideas you mentioned could easily incorporate an unexplained phenomenon, say, during the course of an investigation or an encounter. The thing I like most about the reality game ideas is the importance of research and how it can boost the sense of authority in the game. As long as the GM isn&#039;t just showing off their research with info dumps, good prep based on real world research can really help transport players into the scenario. I think that&#039;s the real strength of the New World materials - hanging the old DnD details onto a semi-historical spine is pure brilliance.</description>
		<content:encoded><![CDATA[<p>Great topic and ideers, guys. Personally, I also like the One Weird Thing strategy, in which most of the game is reality-based, but a single detail is tweaked in a supernatural direction. Any of the ideas you mentioned could easily incorporate an unexplained phenomenon, say, during the course of an investigation or an encounter. The thing I like most about the reality game ideas is the importance of research and how it can boost the sense of authority in the game. As long as the GM isn&#8217;t just showing off their research with info dumps, good prep based on real world research can really help transport players into the scenario. I think that&#8217;s the real strength of the New World materials &#8211; hanging the old DnD details onto a semi-historical spine is pure brilliance.</p>
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		<title>By: beowuuf</title>
		<link>http://slangdesign.com/rppr/2010/07/podcast-episode/rppr-episode-47-adventures-in-the-real-world/comment-page-1/#comment-15233</link>
		<dc:creator>beowuuf</dc:creator>
		<pubDate>Wed, 28 Jul 2010 20:39:15 +0000</pubDate>
		<guid isPermaLink="false">http://slangdesign.com/rppr/?p=338#comment-15233</guid>
		<description>Lol, you have them find a prominent water feature (like a river) that they know will take them out of the woods, and then make sure it lesads to something horrible. And disappears within a moment of them straying from the river.

Then yeah, kill them.</description>
		<content:encoded><![CDATA[<p>Lol, you have them find a prominent water feature (like a river) that they know will take them out of the woods, and then make sure it lesads to something horrible. And disappears within a moment of them straying from the river.</p>
<p>Then yeah, kill them.</p>
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		<title>By: Tadanori Oyama</title>
		<link>http://slangdesign.com/rppr/2010/07/podcast-episode/rppr-episode-47-adventures-in-the-real-world/comment-page-1/#comment-15231</link>
		<dc:creator>Tadanori Oyama</dc:creator>
		<pubDate>Wed, 28 Jul 2010 17:59:13 +0000</pubDate>
		<guid isPermaLink="false">http://slangdesign.com/rppr/?p=338#comment-15231</guid>
		<description>I&#039;ve wanted to do a game where players become lost in the woods for sometime. I don&#039;t have the players to pull it off, unfortunately. They&#039;d want to just travel in a straight line until they got where they wanted to go. Probably all be dead within ten minutes of the game starting.</description>
		<content:encoded><![CDATA[<p>I&#8217;ve wanted to do a game where players become lost in the woods for sometime. I don&#8217;t have the players to pull it off, unfortunately. They&#8217;d want to just travel in a straight line until they got where they wanted to go. Probably all be dead within ten minutes of the game starting.</p>
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