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	<title>Comments on: 101 Days of D&#038;D: D&#038;D&#8217;s Core Story and &#8220;In-between stuff&#8221;</title>
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	<link>http://sjarvis.com/2005/11/14/dnd101-dnd-core-story/</link>
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	<pubDate>Tue, 06 Jan 2009 20:30:31 +0000</pubDate>
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		<title>By: sjarvis.com &#187; Blog Archive &#187; 101 Days of D&#38;D: reward systems</title>
		<link>http://sjarvis.com/2005/11/14/dnd101-dnd-core-story/comment-page-1/#comment-95</link>
		<dc:creator>sjarvis.com &#187; Blog Archive &#187; 101 Days of D&#38;D: reward systems</dc:creator>
		<pubDate>Mon, 21 Nov 2005 19:52:39 +0000</pubDate>
		<guid isPermaLink="false">http://sjarvis.com/?p=333#comment-95</guid>
		<description>[...] What I find intriguing about it in terms of some things I&#8217;ve been thinking about out loud here in this series, is that it completely guts D&#38;D&#8217;s core story. Now, that&#8217;s not necessarily a bad thing, depending on your point of view. I&#8217;ve certainly been guilty of bashing D&#38;D&#8217;s core story in the past. And, to be perfectly honest, I&#8217;m not that inspired by D&#38;D&#8217;s core story, at least not for long-term play. That&#8217;s part of what appeals to me about the Sweet20 experience system: it would (in theory) let me play &#8220;D&#38;D,&#8221; but in a way that doesn&#8217;t require either awarding experience by GM fiat via &#8220;story experience&#8221; (which makes me uncomfortable sometimes) or adhering to D&#38;D&#8217;s original core story. [...]</description>
		<content:encoded><![CDATA[<p>[...] What I find intriguing about it in terms of some things I&#8217;ve been thinking about out loud here in this series, is that it completely guts D&amp;D&#8217;s core story. Now, that&#8217;s not necessarily a bad thing, depending on your point of view. I&#8217;ve certainly been guilty of bashing D&amp;D&#8217;s core story in the past. And, to be perfectly honest, I&#8217;m not that inspired by D&amp;D&#8217;s core story, at least not for long-term play. That&#8217;s part of what appeals to me about the Sweet20 experience system: it would (in theory) let me play &#8220;D&amp;D,&#8221; but in a way that doesn&#8217;t require either awarding experience by GM fiat via &#8220;story experience&#8221; (which makes me uncomfortable sometimes) or adhering to D&amp;D&#8217;s original core story. [...]</p>
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		<title>By: sjarvis.com &#187; 101 Days of D&#38;D: my Eberron campaign&#8217;s core story</title>
		<link>http://sjarvis.com/2005/11/14/dnd101-dnd-core-story/comment-page-1/#comment-86</link>
		<dc:creator>sjarvis.com &#187; 101 Days of D&#38;D: my Eberron campaign&#8217;s core story</dc:creator>
		<pubDate>Wed, 16 Nov 2005 05:21:50 +0000</pubDate>
		<guid isPermaLink="false">http://sjarvis.com/?p=333#comment-86</guid>
		<description>[...] However, despite all the above, I&#8217;m still not abandoning the &#8220;let D&#38;D be D&#38;D&#8221; mantra I stated when I put the game together, nor am I ignoring the D&#38;D core story (discussed in my last post. The characters are still going to be killing things, taking their stuff, and returning to civilation to sell the phat loot. Seriously. But (and like Pee Wee Herman says, &#8220;Everybody&#8217;s got a big but), I&#8217;m going to boil that down to it&#8217;s essence: [...]</description>
		<content:encoded><![CDATA[<p>[...] However, despite all the above, I&#8217;m still not abandoning the &#8220;let D&#38;D be D&#38;D&#8221; mantra I stated when I put the game together, nor am I ignoring the D&#38;D core story (discussed in my last post. The characters are still going to be killing things, taking their stuff, and returning to civilation to sell the phat loot. Seriously. But (and like Pee Wee Herman says, &#8220;Everybody&#8217;s got a big but), I&#8217;m going to boil that down to it&#8217;s essence: [...]</p>
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