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	<title>Comments on: Restate the Obvious &#8211; &#8220;My common sense is tingling&#8221;</title>
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		<title>By: Burn_Boy</title>
		<link>http://www.gnomestew.com/gming-advice/restate-the-obvious/comment-page-1#comment-8336</link>
		<dc:creator>Burn_Boy</dc:creator>
		<pubDate>Thu, 17 Dec 2009 21:13:19 +0000</pubDate>
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		<description>I am guilty of doing this a few times in my games, and it may seem like I&#039;m trying to foist the blame onto my players, but when I&#039;m describing the room to them, they usually start shouting in the middle of my description that they want to light torches or, in our crazy sorcerer&#039;s mind, light our PCs pants with a Light spell, before I can mention that the room is filled to the brim with Orcs and they&#039;re about to blow the fact that they&#039;re going to lose that lovely round where they&#039;re all flat footed. I&#039;ve gotten better at it, mainly by mentioning the horde of baddies BEFORE the decoration and treasure in the room, but I know they&#039;re worried that I&#039;ll send them into a room and forget to mention the dragon staring at them, deciding that they&#039;d be crunchy and really good with some ketchup and a dash of paprika.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;8336&#039;,&#039;Burn_Boy&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I am guilty of doing this a few times in my games, and it may seem like I&#8217;m trying to foist the blame onto my players, but when I&#8217;m describing the room to them, they usually start shouting in the middle of my description that they want to light torches or, in our crazy sorcerer&#8217;s mind, light our PCs pants with a Light spell, before I can mention that the room is filled to the brim with Orcs and they&#8217;re about to blow the fact that they&#8217;re going to lose that lovely round where they&#8217;re all flat footed. I&#8217;ve gotten better at it, mainly by mentioning the horde of baddies BEFORE the decoration and treasure in the room, but I know they&#8217;re worried that I&#8217;ll send them into a room and forget to mention the dragon staring at them, deciding that they&#8217;d be crunchy and really good with some ketchup and a dash of paprika.
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		<title>By: Errant Thoughts &#187; Blog Archive &#187; GM/Player Communication</title>
		<link>http://www.gnomestew.com/gming-advice/restate-the-obvious/comment-page-1#comment-690</link>
		<dc:creator>Errant Thoughts &#187; Blog Archive &#187; GM/Player Communication</dc:creator>
		<pubDate>Thu, 05 Jun 2008 16:31:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=62#comment-690</guid>
		<description>[...] Stew has a great article up on GM/player communication&#8212;or, more accurately, miscommunication that fits in extremely well with my take on GM/player [...]&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;690&#039;,&#039;Errant Thoughts &raquo; Blog Archive &raquo; GM\/Player Communication&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>[...] Stew has a great article up on GM/player communication&#8212;or, more accurately, miscommunication that fits in extremely well with my take on GM/player [...]
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		<title>By: I&#8217;m conflicted: PC death &#171; Incredible Vehicle</title>
		<link>http://www.gnomestew.com/gming-advice/restate-the-obvious/comment-page-1#comment-452</link>
		<dc:creator>I&#8217;m conflicted: PC death &#171; Incredible Vehicle</dc:creator>
		<pubDate>Sun, 25 May 2008 18:44:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=62#comment-452</guid>
		<description>[...] a glorious death scene, but that&#8217;s not always appropriate. There are some alternatives, like restating the obvious, which can prevent you from getting into this situation to begin with. A little bit of prep [...]&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;452&#039;,&#039;I&#8217;m conflicted: PC death &laquo; Incredible Vehicle&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>[...] a glorious death scene, but that&#8217;s not always appropriate. There are some alternatives, like restating the obvious, which can prevent you from getting into this situation to begin with. A little bit of prep [...]
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		<title>By: age</title>
		<link>http://www.gnomestew.com/gming-advice/restate-the-obvious/comment-page-1#comment-416</link>
		<dc:creator>age</dc:creator>
		<pubDate>Fri, 23 May 2008 09:45:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=62#comment-416</guid>
		<description>Call me cruel, but I prefer to go with &quot;once its said, its done.&quot; More fun that way (for me anyway), and gets the Players paying more attention and asking for clarification (if needed) before opening their pie-holes. C&#039;mon, its only a game....isn&#039;t it???&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;416&#039;,&#039;age&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Call me cruel, but I prefer to go with &#8220;once its said, its done.&#8221; More fun that way (for me anyway), and gets the Players paying more attention and asking for clarification (if needed) before opening their pie-holes. C&#8217;mon, its only a game&#8230;.isn&#8217;t it???
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		<title>By: technochris81</title>
		<link>http://www.gnomestew.com/gming-advice/restate-the-obvious/comment-page-1#comment-293</link>
		<dc:creator>technochris81</dc:creator>
		<pubDate>Sat, 17 May 2008 17:55:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=62#comment-293</guid>
		<description>good advice.  i can&#039;t tell you how many times i&#039;ve said &quot;are you sure you want to do that&quot; before.  some players know that means they need to take a step back and ask a few questions.  some players, on the other hand, never learn.  spelling it out for them may just be the answer.   thanks.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;293&#039;,&#039;technochris81&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>good advice.  i can&#8217;t tell you how many times i&#8217;ve said &#8220;are you sure you want to do that&#8221; before.  some players know that means they need to take a step back and ask a few questions.  some players, on the other hand, never learn.  spelling it out for them may just be the answer.   thanks.
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		<title>By: Dave</title>
		<link>http://www.gnomestew.com/gming-advice/restate-the-obvious/comment-page-1#comment-286</link>
		<dc:creator>Dave</dc:creator>
		<pubDate>Sat, 17 May 2008 00:45:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=62#comment-286</guid>
		<description>Aye, definitely an important technique - I&#039;ve lost count of the number of times a quick redescription of the scene has resulted in a &quot;Ohhh!&quot; (even if sometimes it&#039;s followed with an &quot;I&#039;m doing it anyway&quot;...) 

More importantly, though, I&#039;ve also lost count of the number of times I &lt;i&gt;should&lt;/i&gt; have restated things, rather than letting &#039;stupid&#039; PC actions just take their course.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;286&#039;,&#039;Dave&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Aye, definitely an important technique &#8211; I&#8217;ve lost count of the number of times a quick redescription of the scene has resulted in a &#8220;Ohhh!&#8221; (even if sometimes it&#8217;s followed with an &#8220;I&#8217;m doing it anyway&#8221;&#8230;) </p>
<p>More importantly, though, I&#8217;ve also lost count of the number of times I <i>should</i> have restated things, rather than letting &#8217;stupid&#8217; PC actions just take their course.
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		<title>By: Walt Ciechanowski</title>
		<link>http://www.gnomestew.com/gming-advice/restate-the-obvious/comment-page-1#comment-284</link>
		<dc:creator>Walt Ciechanowski</dc:creator>
		<pubDate>Fri, 16 May 2008 22:05:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=62#comment-284</guid>
		<description>Great article, Kurt! I have too many stories to tell about this one.

One suggestion: you should replace that lightbulb pic with a gazebo!

Walt&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;284&#039;,&#039;Walt Ciechanowski&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Great article, Kurt! I have too many stories to tell about this one.</p>
<p>One suggestion: you should replace that lightbulb pic with a gazebo!</p>
<p>Walt
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		<title>By: Scott Martin</title>
		<link>http://www.gnomestew.com/gming-advice/restate-the-obvious/comment-page-1#comment-281</link>
		<dc:creator>Scott Martin</dc:creator>
		<pubDate>Fri, 16 May 2008 18:39:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=62#comment-281</guid>
		<description>Good technique.  This can also work when there are cultural assumptions the character knows but the player (clearly) doesn&#039;t get.  As you mentioned, it can be hard to steer a course where misunderstandings are pointed out without it looking like the GM is trying to steer player actions.  Still, a little &quot;yes, I know, and I still want to do X&quot; is better than letting a PC plummet to their death because you had different interpretations of &quot;deep crevasse&quot;.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;281&#039;,&#039;Scott Martin&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Good technique.  This can also work when there are cultural assumptions the character knows but the player (clearly) doesn&#8217;t get.  As you mentioned, it can be hard to steer a course where misunderstandings are pointed out without it looking like the GM is trying to steer player actions.  Still, a little &#8220;yes, I know, and I still want to do X&#8221; is better than letting a PC plummet to their death because you had different interpretations of &#8220;deep crevasse&#8221;.
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		<title>By: Alan De Smet</title>
		<link>http://www.gnomestew.com/gming-advice/restate-the-obvious/comment-page-1#comment-276</link>
		<dc:creator>Alan De Smet</dc:creator>
		<pubDate>Fri, 16 May 2008 16:17:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=62#comment-276</guid>
		<description>I really, really hate GMs who either don&#039;t realize there is a major misunderstanding about the world, or are just jerks about it.

One of the worst instances I&#039;ve been part of was at Gen Con a number of years ago.  Some VIPs are holding a dinner party or some such on a yacht.  Terrorists storm the ship and take everyone hostage.  We&#039;re the SWAT team and need to go in and rescue the hostages.

We quickly brainstorm a plan: we&#039;ll dress up in all black command gear and gear up with silenced weapons.  We&#039;ll get a black rubber raft, and quietly paddle up to the boat pull ourselves up the side and take out the terrorists with a combination of speed and surprise.  The GM is paying attention, and once we&#039;ve got the plan sorted out, we say, &quot;Okay, that&#039;s what we&#039;re doing.&quot;  The GM mulls this for a moment and announces, &quot;One of terrorists on the deck sees you and shouts an alarm!&quot;  &quot;How did he see us?&quot; &quot;Well you&#039;re wearing all black, and it&#039;s the middle of a sunny day, so you&#039;re pretty easy to see.&quot;   We pointed out that every single player thought it was night, that it was the foundation of our plan,  so could we maybe back up a step?  Nope, not happening.  We blundered through, but it left us all frustrated and unhappy.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;276&#039;,&#039;Alan De Smet&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I really, really hate GMs who either don&#8217;t realize there is a major misunderstanding about the world, or are just jerks about it.</p>
<p>One of the worst instances I&#8217;ve been part of was at Gen Con a number of years ago.  Some VIPs are holding a dinner party or some such on a yacht.  Terrorists storm the ship and take everyone hostage.  We&#8217;re the SWAT team and need to go in and rescue the hostages.</p>
<p>We quickly brainstorm a plan: we&#8217;ll dress up in all black command gear and gear up with silenced weapons.  We&#8217;ll get a black rubber raft, and quietly paddle up to the boat pull ourselves up the side and take out the terrorists with a combination of speed and surprise.  The GM is paying attention, and once we&#8217;ve got the plan sorted out, we say, &#8220;Okay, that&#8217;s what we&#8217;re doing.&#8221;  The GM mulls this for a moment and announces, &#8220;One of terrorists on the deck sees you and shouts an alarm!&#8221;  &#8220;How did he see us?&#8221; &#8220;Well you&#8217;re wearing all black, and it&#8217;s the middle of a sunny day, so you&#8217;re pretty easy to see.&#8221;   We pointed out that every single player thought it was night, that it was the foundation of our plan,  so could we maybe back up a step?  Nope, not happening.  We blundered through, but it left us all frustrated and unhappy.
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		<title>By: Troy E. Taylor</title>
		<link>http://www.gnomestew.com/gming-advice/restate-the-obvious/comment-page-1#comment-273</link>
		<dc:creator>Troy E. Taylor</dc:creator>
		<pubDate>Fri, 16 May 2008 15:55:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=62#comment-273</guid>
		<description>The catch-phrase of the 1990s. Perception is reality.

Restated for gaming: Perception is a virtual reality.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;273&#039;,&#039;Troy E. Taylor&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>The catch-phrase of the 1990s. Perception is reality.</p>
<p>Restated for gaming: Perception is a virtual reality.
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		<title>By: LordVreeg</title>
		<link>http://www.gnomestew.com/gming-advice/restate-the-obvious/comment-page-1#comment-269</link>
		<dc:creator>LordVreeg</dc:creator>
		<pubDate>Fri, 16 May 2008 13:16:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=62#comment-269</guid>
		<description>I do a lot of sales management and sales training (often, the type where I get brought in after a client is pissed off..what fun), and I invariably deal with an outside salesperson telling me that they explained everything clearly to the client, and that the client is misunderstanding.

And what I have to do (daily, it seems) is explain that their job success is not based on what they say; their job success is based on what the client percieves.   I could care less what what said, if the customer percieved somethign different and they did not get this, they did a crappy job.

When we GM, the same is true.  What the players percieve from your communication is all that is real, especially since you are creating the whole world ithey exist in, and it is critical they are &#039;in the same place&#039; you are.  So your bit about re-establishing the scene is absolutely perfect.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;269&#039;,&#039;LordVreeg&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I do a lot of sales management and sales training (often, the type where I get brought in after a client is pissed off..what fun), and I invariably deal with an outside salesperson telling me that they explained everything clearly to the client, and that the client is misunderstanding.</p>
<p>And what I have to do (daily, it seems) is explain that their job success is not based on what they say; their job success is based on what the client percieves.   I could care less what what said, if the customer percieved somethign different and they did not get this, they did a crappy job.</p>
<p>When we GM, the same is true.  What the players percieve from your communication is all that is real, especially since you are creating the whole world ithey exist in, and it is critical they are &#8216;in the same place&#8217; you are.  So your bit about re-establishing the scene is absolutely perfect.
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		<title>By: PaPeRoTTo</title>
		<link>http://www.gnomestew.com/gming-advice/restate-the-obvious/comment-page-1#comment-267</link>
		<dc:creator>PaPeRoTTo</dc:creator>
		<pubDate>Fri, 16 May 2008 11:40:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=62#comment-267</guid>
		<description>ehm.. i probably made a mistake with some sort of codes.. :P in the brackets i meant to quote the example of the noble and the pocket :P and i don&#039;t know why everything else is underlined:P&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;267&#039;,&#039;PaPeRoTTo&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>ehm.. i probably made a mistake with some sort of codes.. <img src='http://www.gnomestew.com/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' />  in the brackets i meant to quote the example of the noble and the pocket <img src='http://www.gnomestew.com/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' />  and i don&#8217;t know why everything else is underlined:P
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		<title>By: PaPeRoTTo</title>
		<link>http://www.gnomestew.com/gming-advice/restate-the-obvious/comment-page-1#comment-266</link>
		<dc:creator>PaPeRoTTo</dc:creator>
		<pubDate>Fri, 16 May 2008 11:38:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=62#comment-266</guid>
		<description>Telas:&lt;blockquote&gt;You’ve described the scene: a noble and his retinue are in a large hall. The noble is about to engage the party in conversation, almost certainly to hand out a mission. And then the rogue chimes in with, “When he starts talking, I’m going to try to pick the noble’s pocket.”&lt;/blockquote&gt;


precise man, you got it exactly as it had been :P

what i found working with my group (better.. i have found, because i recently changed group).. was an hidden smile.. if i would say &quot;you stupid don&#039;t do this&quot;.. bet that they&#039;ll do it... but a smile from a DM.. it&#039;s like a black hole being opened in the game.. and they&#039;ll try to understand what that smile would have meant..... before it&#039;s too late :P

(Edited by Telas to fix tagging)&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;266&#039;,&#039;PaPeRoTTo&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Telas:<br />
<blockquote>You’ve described the scene: a noble and his retinue are in a large hall. The noble is about to engage the party in conversation, almost certainly to hand out a mission. And then the rogue chimes in with, “When he starts talking, I’m going to try to pick the noble’s pocket.”</p></blockquote>
<p>precise man, you got it exactly as it had been <img src='http://www.gnomestew.com/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' /> </p>
<p>what i found working with my group (better.. i have found, because i recently changed group).. was an hidden smile.. if i would say &#8220;you stupid don&#8217;t do this&#8221;.. bet that they&#8217;ll do it&#8230; but a smile from a DM.. it&#8217;s like a black hole being opened in the game.. and they&#8217;ll try to understand what that smile would have meant&#8230;.. before it&#8217;s too late <img src='http://www.gnomestew.com/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' /> </p>
<p>(Edited by Telas to fix tagging)
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