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	<title>Comments on: Bad Geekdom.</title>
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	<link>http://www.finetoo.org/id/?p=13</link>
	<description>A tale of an 'adjusted' Geek and Japanophile's Life.</description>
	<pubDate>Thu, 09 Sep 2010 15:11:06 +0000</pubDate>
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		<title>By: JF</title>
		<link>http://www.finetoo.org/id/?p=13&cpage=1#comment-5</link>
		<dc:creator>JF</dc:creator>
		<pubDate>Sat, 12 Jan 2008 17:02:01 +0000</pubDate>
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		<description>Yea, it's really a sort of balance that needs to be struck.  In the end, great players teamed up with a great DM will have a great time.  Great, Great, Great. 

Plus, the excitement is surprising when you get attached to your character.</description>
		<content:encoded><![CDATA[<p>Yea, it&#8217;s really a sort of balance that needs to be struck.  In the end, great players teamed up with a great DM will have a great time.  Great, Great, Great. </p>
<p>Plus, the excitement is surprising when you get attached to your character.</p>
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		<title>By: geekbot</title>
		<link>http://www.finetoo.org/id/?p=13&cpage=1#comment-3</link>
		<dc:creator>geekbot</dc:creator>
		<pubDate>Mon, 07 Jan 2008 14:42:46 +0000</pubDate>
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		<description>Ah, the joys of paper and pen role-playing games. It's too bad some DMs/GMs play these games like they were still 10-years old and playing a game of HeroQuest. A good DM/GM at his best should be a good story-teller. It's his (or her) job to immerse players in a fantastic universe, to make them feel part of something bigger then themselves. On the other hand, if there’s no real present danger, than that also takes away from the game, so in the end, a good “actions vs. consequences” balance needs to be established from the get go. In the end, this may require too much thought for some people, and may be why there are so few great DM/GM.</description>
		<content:encoded><![CDATA[<p>Ah, the joys of paper and pen role-playing games. It&#8217;s too bad some DMs/GMs play these games like they were still 10-years old and playing a game of HeroQuest. A good DM/GM at his best should be a good story-teller. It&#8217;s his (or her) job to immerse players in a fantastic universe, to make them feel part of something bigger then themselves. On the other hand, if there’s no real present danger, than that also takes away from the game, so in the end, a good “actions vs. consequences” balance needs to be established from the get go. In the end, this may require too much thought for some people, and may be why there are so few great DM/GM.</p>
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