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		<title>RPGnet Forums - Tabletop Roleplaying Open</title>
		<link>http://forum.rpg.net/</link>
		<description><![CDATA[General discussion about the roleplaying industry and where it's going,
and other tabletop RPG topics.]]></description>
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			<title>RPGnet Forums - Tabletop Roleplaying Open</title>
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			<title>Generic vs. Emulation</title>
			<link>http://forum.rpg.net/showthread.php?t=484819&amp;goto=newpost</link>
			<pubDate>Sun, 22 Nov 2009 22:15:51 GMT</pubDate>
			<description>I was inspired to ask about this based on a comment in one of the Eclipse Phase threads and my own present game design. 
 
Would you rather play a specific genre or specific flavor of a genre with a generic system, perhaps a favored go-to system, or would you rather use a system meant to...</description>
			<content:encoded><![CDATA[<div>I was inspired to ask about this based on a comment in one of the Eclipse Phase threads and my own present game design.<br />
<br />
Would you rather play a specific genre or specific flavor of a genre with a generic system, perhaps a favored go-to system, or would you rather use a system meant to specifically emulate the distinctive features of the genre in question?<br />
<br />
Simple poll forthcoming.</div>

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			<category domain="http://forum.rpg.net/forumdisplay.php?f=3">Tabletop Roleplaying Open</category>
			<dc:creator>drkrash</dc:creator>
			<guid isPermaLink="true">http://forum.rpg.net/showthread.php?t=484819</guid>
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			<title>Formulas for Adventure Design</title>
			<link>http://forum.rpg.net/showthread.php?t=484811&amp;goto=newpost</link>
			<pubDate>Sun, 22 Nov 2009 21:30:44 GMT</pubDate>
			<description>One of my big weaknesses as a GM is coming up with adventures. I’ve always preferred games where the players did the driving and I mostly adjudicated what happened and played the NPCs. But that isn’t always an option. 
 
Right now I’m running Dogs in the Vineyard, which is awesome. One of the...</description>
			<content:encoded><![CDATA[<div>One of my big weaknesses as a GM is coming up with adventures. I’ve always preferred games where the players did the driving and I mostly adjudicated what happened and played the NPCs. But that isn’t always an option.<br />
<br />
Right now I’m running Dogs in the Vineyard, which is awesome. One of the things I love about it is the town creation rules. For those who don’t know, it’s a systematic approach to building a town rife with conflict and heresy that the PCs are then tasked with fixing somehow. First you decide how someone is prideful. This pride leads to an injustice, which in turn leads to a sin. The sin leads to a heresy that leads to false worship and eventually sorcery, hate and murder. Each step is big enough to allow plenty of variation—exactly who is proud about what? How does that lead to sin? What is the heresy it creates? And while there is a step-by-step guide you don’t have to go through all the steps for any given adventure. <br />
<br />
While it takes some time to work out (and I’m writing this in part to procrastinate coming up with the town for tomorrow night), I find it immensely helpful. I would really love to have similar devices to use for more traditional games. <br />
<br />
So, first off, are there any other games that present a similar device for generating adventures in their setting? Have any of you developed formulas for yourself that have worked well? Any thoughts on what such a formula for other games might be? (If the ‘dungeon’ is the formula for D&amp;D, what can be done to expand its variation, for instance.)</div>

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			<category domain="http://forum.rpg.net/forumdisplay.php?f=3">Tabletop Roleplaying Open</category>
			<dc:creator>Robert A. Rodger</dc:creator>
			<guid isPermaLink="true">http://forum.rpg.net/showthread.php?t=484811</guid>
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			<title>X-Plorers, some thoughts and queries</title>
			<link>http://forum.rpg.net/showthread.php?t=484806&amp;goto=newpost</link>
			<pubDate>Sun, 22 Nov 2009 20:44:43 GMT</pubDate>
			<description><![CDATA[Hi all, 
 
I've been looking more at Grubman's X-Plorers game.  I'd like to differentiate a bit more between characters, and was thinking of each character choosing one of their skills as a specialisation. 
 
With your specialised skill, your chance of success would be two better than normal, so...]]></description>
			<content:encoded><![CDATA[<div>Hi all,<br />
<br />
I've been looking more at Grubman's X-Plorers game.  I'd like to differentiate a bit more between characters, and was thinking of each character choosing one of their skills as a specialisation.<br />
<br />
With your specialised skill, your chance of success would be two better than normal, so say a First level Scout specialising in Pilot would have a Pilot skill of 12+ rather than 14+.<br />
<br />
That allows someone to be the pilot, rather than just a pilot, and so on.<br />
<br />
Thoughts?<br />
<br />
Also, if I did that, how would you suggest dealing with the Martial Arts and Weapon Specialist skills if someone wanted to take one of those as their specialised skill?<br />
<br />
Next thing, has anyone homebrewed any psionics rules?<br />
<br />
Finally, I could use some thoughts on how to build aliens, it occurred to me this would be a great engine for running something like Mass Effect, but that's chock full of aliens and X-Plorers isn't, anyone given that any thought?<br />
<br />
All help appreciated.</div>

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			<category domain="http://forum.rpg.net/forumdisplay.php?f=3">Tabletop Roleplaying Open</category>
			<dc:creator>Balbinus</dc:creator>
			<guid isPermaLink="true">http://forum.rpg.net/showthread.php?t=484806</guid>
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			<title><![CDATA[Any Mazes & Minotaurs actual play experiences out there?]]></title>
			<link>http://forum.rpg.net/showthread.php?t=484804&amp;goto=newpost</link>
			<pubDate>Sun, 22 Nov 2009 20:41:06 GMT</pubDate>
			<description><![CDATA[If so, I'd be interested in hearing what went well, what not so well, and anything else that struck you as notable about it.]]></description>
			<content:encoded><![CDATA[<div>If so, I'd be interested in hearing what went well, what not so well, and anything else that struck you as notable about it.</div>

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			<category domain="http://forum.rpg.net/forumdisplay.php?f=3">Tabletop Roleplaying Open</category>
			<dc:creator>Balbinus</dc:creator>
			<guid isPermaLink="true">http://forum.rpg.net/showthread.php?t=484804</guid>
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			<title>Burning Wheel - Modern Day Spies?</title>
			<link>http://forum.rpg.net/showthread.php?t=484802&amp;goto=newpost</link>
			<pubDate>Sun, 22 Nov 2009 20:40:03 GMT</pubDate>
			<description><![CDATA[How likely is that?  
How much footwork would it require for uzi's and RPG's than bows and sticks? 
Would combat work as a kung-fu spy thriller? 
Anyone already done this? ;D]]></description>
			<content:encoded><![CDATA[<div>How likely is that? <br />
How much footwork would it require for uzi's and RPG's than bows and sticks?<br />
Would combat work as a kung-fu spy thriller?<br />
Anyone already done this? ;D</div>

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			<category domain="http://forum.rpg.net/forumdisplay.php?f=3">Tabletop Roleplaying Open</category>
			<dc:creator>EvilBrennan</dc:creator>
			<guid isPermaLink="true">http://forum.rpg.net/showthread.php?t=484802</guid>
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			<title>BRP Elric! vs Mongoose Elric</title>
			<link>http://forum.rpg.net/showthread.php?t=484795&amp;goto=newpost</link>
			<pubDate>Sun, 22 Nov 2009 19:49:32 GMT</pubDate>
			<description><![CDATA[I've been looking through my copy of Elric! (Chaosium, 1993), and quite like it.   
 
How does it compare to the more recent Mongoose version?  How compatible are the two games? 
 
Also, what supplements or adventures for either game are highly recommended? 
 
Thanks! :)]]></description>
			<content:encoded><![CDATA[<div>I've been looking through my copy of <i>Elric!</i> (Chaosium, 1993), and quite like it.  <br />
<br />
How does it compare to the more recent Mongoose version?  How compatible are the two games?<br />
<br />
Also, what supplements or adventures for either game are highly recommended?<br />
<br />
Thanks! :)</div>

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			<category domain="http://forum.rpg.net/forumdisplay.php?f=3">Tabletop Roleplaying Open</category>
			<dc:creator>Akrasia</dc:creator>
			<guid isPermaLink="true">http://forum.rpg.net/showthread.php?t=484795</guid>
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			<title>A good game for kids?</title>
			<link>http://forum.rpg.net/showthread.php?t=484786&amp;goto=newpost</link>
			<pubDate>Sun, 22 Nov 2009 18:52:46 GMT</pubDate>
			<description><![CDATA[Apparently, I'm going to have to handle some of my younger relatives (4, maybe 5 - hasn't been decided yet) pretty soon. 
 
Nothing wrong with that - only they can get to be a real pain when they're bored. 
 
I love them all, no questions asked...but I need something for them to do so they don't...]]></description>
			<content:encoded><![CDATA[<div>Apparently, I'm going to have to handle some of my younger relatives (4, maybe 5 - hasn't been decided yet) pretty soon.<br />
<br />
Nothing wrong with that - only they can get to be a real pain when they're bored.<br />
<br />
I love them all, no questions asked...but I need something for them to do so they don't start to bring chaos to my home.<br />
<br />
<br />
So, I need some ideas for a tabletop game I can use to run them a game.<br />
Here's the books I've got so far, that might be something to use.<br />
nWoD - Mage (Core + a lot of other), Geist, Hunter, Changeling (probably not goingto use this one...)<br />
Exalted - All Manuals of Exalted Power books (Infernals probably won't be used, though)<br />
DnD - Eberron, mainly, but I've got Planescape and Forgotten Realms as well, should it be neeed. I've got 3.5 and 4th available with relative ease - don't want to bother with anything older, though.<br />
Nobilis - Core book, LARP and boh additions from the internet<br />
In Nomine<br />
BESM - 3rd editions, and some extra that deals with some anime shows.<br />
Mutants and Masterminds - 2e Core and some other small additions (Mecha and Manga is the recent one I've gotten)<br />
FATE 3.0<br />
<br />
These are the ones I can remember, at least.<br />
<br />
<br />
Any advice, based on the books I have?<br />
(I don't think they'd want to learn, or have time to learn, how to use Exalted, DnD or In Nomine, though. M&amp;M probably won't be liked, either.)<br />
<br />
If nothing else, I suppose I can run some kind of pokemon-based game, but that seems pretty boring and I'm not sure little kids still like those games anymore.</div>

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			<category domain="http://forum.rpg.net/forumdisplay.php?f=3">Tabletop Roleplaying Open</category>
			<dc:creator>Ax_</dc:creator>
			<guid isPermaLink="true">http://forum.rpg.net/showthread.php?t=484786</guid>
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			<title>Sell me on HQ2</title>
			<link>http://forum.rpg.net/showthread.php?t=484781&amp;goto=newpost</link>
			<pubDate>Sun, 22 Nov 2009 18:14:16 GMT</pubDate>
			<description><![CDATA[As an old RQ1, RQ2, and RQ3 player, in addition to Stormbringer and other BRP iterations, I want to know about Heroquest 2. 
 
I haven't run Glorantha in about 10 years and my players are often asking for a return.  
  
I love running with BRP, but when my players reach the high end and are ready...]]></description>
			<content:encoded><![CDATA[<div>As an old RQ1, RQ2, and RQ3 player, in addition to Stormbringer and other BRP iterations, I want to know about Heroquest 2.<br />
<br />
I haven't run Glorantha in about 10 years and my players are often asking for a return. <br />
 <br />
I love running with BRP, but when my players reach the high end and are ready to heroquest, obviously BRP breaks down.<br />
<br />
My questions are: Does HQ2 have a conversion system and is is primarily useful for heroquesting in Glorantha and/or how good is it?<br />
<br />
Thanks,<br />
Mark</div>

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			<category domain="http://forum.rpg.net/forumdisplay.php?f=3">Tabletop Roleplaying Open</category>
			<dc:creator>iamazathoth</dc:creator>
			<guid isPermaLink="true">http://forum.rpg.net/showthread.php?t=484781</guid>
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			<title><![CDATA[[Eclipse Phase] Why is it successful?]]></title>
			<link>http://forum.rpg.net/showthread.php?t=484776&amp;goto=newpost</link>
			<pubDate>Sun, 22 Nov 2009 16:58:48 GMT</pubDate>
			<description><![CDATA[If this game becomes a hit, would it be because it is a great game or would the CC lincense have played a large role. I myself downloaded the PDF and then bought the hard copy. The game was so interesting that I felt I "owed" them something. Weird.]]></description>
			<content:encoded><![CDATA[<div>If this game becomes a hit, would it be because it is a great game or would the CC lincense have played a large role. I myself downloaded the PDF and then bought the hard copy. The game was so interesting that I felt I &quot;owed&quot; them something. Weird.</div>

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			<category domain="http://forum.rpg.net/forumdisplay.php?f=3">Tabletop Roleplaying Open</category>
			<dc:creator>Mkultra</dc:creator>
			<guid isPermaLink="true">http://forum.rpg.net/showthread.php?t=484776</guid>
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			<title>Mechanics for Possession of the Necronomicon, Culte des Ghoules, etc...</title>
			<link>http://forum.rpg.net/showthread.php?t=484775&amp;goto=newpost</link>
			<pubDate>Sun, 22 Nov 2009 16:42:24 GMT</pubDate>
			<description><![CDATA[In the Chaosium CoC ruleset,arcane 'mythos' books contain 'spells'. A recent SW interpretation of Cthulu-esque horror gives them the same role- each book contains a number of spell powers or rituals. 
 
OK I guess that idea is fine, and it makes  sense that they should contain dark rituals and...]]></description>
			<content:encoded><![CDATA[<div>In the Chaosium CoC ruleset,arcane 'mythos' books contain 'spells'. A recent SW interpretation of Cthulu-esque horror gives them the same role- each book contains a number of spell powers or rituals.<br />
<br />
OK I guess that idea is fine, and it makes  sense that they should contain dark rituals and suchlike, but could there be some other interesting in-game effects of such books?<br />
<br />
So far i'm entertaining the following ideas:<br />
<br />
<ul><li>the books have an ongoing role boosting the user's skill rolls for mythos knowledge (when there is sufficient time to consult them). These could be both general (a small bonus applicable to any mythos subject) or specific (the 'Eltdown Shards' might for example give a very significant bonus for knowledge about the Great Race).</li>
<li> use the boooks to introduce hooks-research into them is suggestive of places/ atifacts/entities that the players can find</li>
<li>where appropriate let the players use fate points or bennies or whatever to find a timely 'solution' (a summoning symbol or ward) in the books<br /></li>
<li> 'library' idea-research rolls are modified by the qulaity of your occult and mythos 'library', which is partly determined by the number oand relevance of the books in your possession</li>
</ul><br />
Can you think of any other ideas? What is your feeling concerning this drive to find new roles for such texts? I tend to feel that -only- making them 'spell-books' is a bit of a throwback, not very rich or evocative of their sinister role in mythos tales.</div>

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			<category domain="http://forum.rpg.net/forumdisplay.php?f=3">Tabletop Roleplaying Open</category>
			<dc:creator>Desert Fox</dc:creator>
			<guid isPermaLink="true">http://forum.rpg.net/showthread.php?t=484775</guid>
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			<title>(Supers Again) Oracle, the Rock Opera.</title>
			<link>http://forum.rpg.net/showthread.php?t=484774&amp;goto=newpost</link>
			<pubDate>Sun, 22 Nov 2009 16:41:32 GMT</pubDate>
			<description><![CDATA[So here's a plot idea for a supers campaign. 
 
The supergroup has received tickets to the titular show. These tickets aren't particularly hard to come by, but the lead singer is shown to have precognitive powers, focused through his music. He plays a nine-song set, different each night, and each...]]></description>
			<content:encoded><![CDATA[<div>So here's a plot idea for a supers campaign.<br />
<br />
The supergroup has received tickets to the titular show. These tickets aren't particularly hard to come by, but the lead singer is shown to have precognitive powers, focused through his music. He plays a nine-song set, different each night, and each song is an oracle of some kind of superhuman activity that will happen before the next morning.<br />
<br />
So, what songs would you see in a precog rock opera and what kind of events would they herald?<br />
<br />
One I can think of is <b>Thin Lizzy's Jailbreak</b>, and the event is that a known supervillain is going to bust ten of his best footsoldiers out of a supermax prison that night.<br />
<br />
What can you come up with?</div>

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			<category domain="http://forum.rpg.net/forumdisplay.php?f=3">Tabletop Roleplaying Open</category>
			<dc:creator>Wraithstrike</dc:creator>
			<guid isPermaLink="true">http://forum.rpg.net/showthread.php?t=484774</guid>
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			<title><![CDATA[[Shadowrun] Pikshurz. Gief. NAOW!]]></title>
			<link>http://forum.rpg.net/showthread.php?t=484768&amp;goto=newpost</link>
			<pubDate>Sun, 22 Nov 2009 15:22:42 GMT</pubDate>
			<description><![CDATA[... or please point me to proper threads, if possible. 
 
If there weren't any active and brimming with good pics, please post some. I'd like to see both pictures per se and digital art (even better). The only request is for good quality of the pics / art, if possible. I need architecture and...]]></description>
			<content:encoded><![CDATA[<div>... or please point me to proper threads, if possible.<br />
<br />
If there weren't any active and brimming with good pics, please post some. I'd like to see both pictures per se and digital art (even better). The only request is for good quality of the pics / art, if possible. I need architecture and characters, also cool gear.<br />
<br />
I'm starting a campaign soon in SR 4th (got the 20th anni core lately) and I gotta feed my imagination :)<br />
<br />
All pics appreciated!</div>

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			<category domain="http://forum.rpg.net/forumdisplay.php?f=3">Tabletop Roleplaying Open</category>
			<dc:creator>Kastor Krieg</dc:creator>
			<guid isPermaLink="true">http://forum.rpg.net/showthread.php?t=484768</guid>
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			<title><![CDATA[[Genius: the Transgression] Fantasy Hack]]></title>
			<link>http://forum.rpg.net/showthread.php?t=484767&amp;goto=newpost</link>
			<pubDate>Sun, 22 Nov 2009 15:18:09 GMT</pubDate>
			<description>So, why would I do that? Well, because. 
 
1) When I first looked at the Axiom system Kyle created, it looked like an Ars Magica sort of system of magic, but designed for mad science. It could conceivably do anything, if the genius in question was willing to struggle and take a lot of risks. Also,...</description>
			<content:encoded><![CDATA[<div>So, why would I do that? Well, because.<br />
<br />
1) When I first looked at the Axiom system Kyle created, it looked like an Ars Magica sort of system of magic, but designed for mad science. It could conceivably do anything, if the genius in question was willing to struggle and take a lot of risks. Also, Obligation is about the best &quot;Humanity&quot; analog I've seen for any WoD splat, anywhere. <br />
<br />
2) But why fantasy? Well, it struck me as a way of answering a few questions about fantasy, specifically D&amp;D-influenced fantasy, that I always wondered about but never put much serious thought into. For instance, why are all these magical weapons lying around in (seemingly) abandoned ruins? Why did a wizard create these bizarre hybrids? What was the purpose of cursed magic weapons, anyway? If you assume that wizards are primitive/dark ages mad scientists, suddenly it all makes sense. Also, the tendency for magic that resemble hierarchical spell effects makes more sense if you go in knowing that there <i>is</i> a logic of sorts behind it, albeit a frustratingly elusive one. And finally, there are solid rules for creating magical items, something that it seems only Ars Magica ever took to heart. <br />
<br />
3) That said, there are some things that may need some mild tweaking to fully capture the potential of the G:tT rules, and the themes, while allowing for exploration and places to involve the characters in world-shaking events. <br />
<br />
I'm envisioning a world shaped like Pangaea, a world older than it looks, with ruins popping up in the damnedest places. I'm thinking of a world of city-states, with cynical peasants and even more cynical rulers. A world that has seen utopias and cacotopias rise and fall into the mud. A world shaped by brilliant visionaries who had no idea what the hell they were doing. A world where civilization runs to what you'd see in Girl Genius, to primitive hunter-gatherers who make arrows that can pierce stone towers, and rocks that fly them places. A world in turmoil, because of it's wizards, and yet they can't quite work up the wherewithal to round them up and simply execute them. I'm picturing a sword &amp; mad science world, largely cynical about its miracles and gods, as if Robert Howard's Conan was filtered through Rhialto-era Dying Earth. <br />
<br />
Come, envision with me. What kind of Aesthetics, for example, are we likely to see, and how would those aesthetics be transmitted? What weird kinds of experiments are lying around, what races that used to be manes now inhabit the corners of the world? What does their solar system look like, and what wonders await the intrepid wizards (Viziers?) who go there? What does its past and future look like?</div>

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			<category domain="http://forum.rpg.net/forumdisplay.php?f=3">Tabletop Roleplaying Open</category>
			<dc:creator><![CDATA[Snarky's Machine]]></dc:creator>
			<guid isPermaLink="true">http://forum.rpg.net/showthread.php?t=484767</guid>
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			<title><![CDATA[[FATE 3] Sell me on Legends of Anglerre]]></title>
			<link>http://forum.rpg.net/showthread.php?t=484761&amp;goto=newpost</link>
			<pubDate>Sun, 22 Nov 2009 12:15:56 GMT</pubDate>
			<description><![CDATA[I've been looking at this game with interest for the last few weeks, a fantasy adaptation of SBA would be most welcome. I must admit that the sheer size of SBA has put me off buying it, I struggle to stay interested reading 100 selected pages of a game, never mind over 700. 
 
It would be useful to...]]></description>
			<content:encoded><![CDATA[<div>I've been looking at this game with interest for the last few weeks, a fantasy adaptation of SBA would be most welcome. I must admit that the sheer size of SBA has put me off buying it, I struggle to stay interested reading 100 selected pages of a game, never mind over 700.<br />
<br />
It would be useful to me for a number of things; my Forgotten Realms pre-history S&amp;S idea, Spelljammer and even a putative WFRP conversion I'm thinking about. I've had a go with my own hack of SotC, but it's missing something, and I really don't like trying to do magic systems from scratch.<br />
<br />
But I understand it still does the crunchy list of over-complicated Stunts, <i>a la</i> Spirit of the Century and Starblazer, which is a real turn-off for me. Because I don't like the added crunch and always use generic Stunts, so they'd basically be wasted pagecount.<br />
<br />
So would it still be worth getting even with the bloated Stunts section?<br />
<br />
And when is it coming out? Amazon vaguely says &quot;December&quot;, is that likely to happen?</div>

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			<category domain="http://forum.rpg.net/forumdisplay.php?f=3">Tabletop Roleplaying Open</category>
			<dc:creator>Kiero</dc:creator>
			<guid isPermaLink="true">http://forum.rpg.net/showthread.php?t=484761</guid>
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			<title><![CDATA[[nMage] Help!]]></title>
			<link>http://forum.rpg.net/showthread.php?t=484759&amp;goto=newpost</link>
			<pubDate>Sun, 22 Nov 2009 11:56:07 GMT</pubDate>
			<description><![CDATA[I'll be picking up the Tome of Mysteries pdf (only because) A) from everywhere I hear it's necessary, and B) OOP.  I dislike not having hardcopies (not against pdf, my ideal is actually both!) 
What ONE other book should I get to ST?  Sorry, super strict budget with the school and work and all.  I...]]></description>
			<content:encoded><![CDATA[<div>I'll be picking up the Tome of Mysteries pdf (only because) A) from everywhere I hear it's necessary, and B) OOP.  I dislike not having hardcopies (not against pdf, my ideal is actually both!)<br />
What ONE other book should I get to ST?  Sorry, super strict budget with the school and work and all.  I figure I can expand as I go.  Also, in the core, they mention that mages can pull off any Arcanum rote in core on the fly - does this imply that anything not mentioned isn't something that a mage can pull on the fly / at all?  Sorry, rereading right now in prep, and needed some clarification.</div>

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			<dc:creator>JasonKW</dc:creator>
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