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	<title>Comments on: How Should You Gamemaster?</title>
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		<title>By: This Just In! Scattershot Games Blog Joins a Network! &#124; Scattershot Games</title>
		<link>http://www.scattershotgames.com/index.php/gamemastering/how-should-you-gamemaster/comment-page-1/#comment-23</link>
		<dc:creator>This Just In! Scattershot Games Blog Joins a Network! &#124; Scattershot Games</dc:creator>
		<pubDate>Mon, 04 Aug 2008 18:38:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.scattershotgames.com/?p=24#comment-23</guid>
		<description>[...] the up side, I still seem to be the only one teaching how to gamemaster without plotting. So I have that. Yay [...]</description>
		<content:encoded><![CDATA[<p>[...] the up side, I still seem to be the only one teaching how to gamemaster without plotting. So I have that. Yay [...]</p>
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		<title>By: Fang Langford</title>
		<link>http://www.scattershotgames.com/index.php/gamemastering/how-should-you-gamemaster/comment-page-1/#comment-10</link>
		<dc:creator>Fang Langford</dc:creator>
		<pubDate>Wed, 04 Jun 2008 22:36:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.scattershotgames.com/?p=24#comment-10</guid>
		<description>You&#039;ve got me!

Well detected.  Yes, I am talking about exactly the Fruitful Void.  (It is one of my favorite ideas; thanks Vincent!)  However, as Fruitful Voids, it is a game designer technique; designers can and should design for them.

After days of consideration, I decided to separate gamemastering from designing by speaking from a stage theatre metaphor rather than a...well, &#039;void&#039;.  This is the idea of a platform full of ideas rather than a void that sucks in the direction of play.

Recognition where it&#039;s due; this is a mere shadow of Vincent&#039;s idea.  I turned it on it&#039;s head so gamemasters can use it too.

Fang</description>
		<content:encoded><![CDATA[<p>You&#8217;ve got me!</p>
<p>Well detected.  Yes, I am talking about exactly the Fruitful Void.  (It is one of my favorite ideas; thanks Vincent!)  However, as Fruitful Voids, it is a game designer technique; designers can and should design for them.</p>
<p>After days of consideration, I decided to separate gamemastering from designing by speaking from a stage theatre metaphor rather than a&#8230;well, &#8216;void&#8217;.  This is the idea of a platform full of ideas rather than a void that sucks in the direction of play.</p>
<p>Recognition where it&#8217;s due; this is a mere shadow of Vincent&#8217;s idea.  I turned it on it&#8217;s head so gamemasters can use it too.</p>
<p>Fang</p>
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		<title>By: Tommi</title>
		<link>http://www.scattershotgames.com/index.php/gamemastering/how-should-you-gamemaster/comment-page-1/#comment-9</link>
		<dc:creator>Tommi</dc:creator>
		<pubDate>Wed, 04 Jun 2008 08:42:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.scattershotgames.com/?p=24#comment-9</guid>
		<description>Is there a significant difference between the hypethral platform and Vincent Baker&#039;s fruitful void (&lt;a&gt;http://www.lumpley.com/comment.php?entry=119&lt;/a&gt;)?

I&#039;m getting the exact same thing from both, but maybe there is some subtle point I am missing.</description>
		<content:encoded><![CDATA[<p>Is there a significant difference between the hypethral platform and Vincent Baker&#8217;s fruitful void (<a>http://www.lumpley.com/comment.php?entry=119</a>)?</p>
<p>I&#8217;m getting the exact same thing from both, but maybe there is some subtle point I am missing.</p>
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