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	<title>Comments on: TV Case Study: Life</title>
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		<title>By: John Arcadian</title>
		<link>http://www.gnomestew.com/gming-advice/tv-case-study-life/comment-page-1#comment-4977</link>
		<dc:creator>John Arcadian</dc:creator>
		<pubDate>Mon, 23 Mar 2009 14:44:16 +0000</pubDate>
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		<description>Nice Article. I like rule 1 and 2. I&#039;d never given too much thought to subplots, as my players usually get focused on the main plot, or draw out the subplots themselves. In my games subplots tend to become mainplots, tend to leave room for new subplots, which tend to become mainplots, etc. 

Quirks are also great when trying to define characters. I find them hard to fit in mechanically though, and usually try to make them thematic elements. 

Can&#039;t wait till you do the Burn Notice TV Case Study.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;4977&#039;,&#039;John Arcadian&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Nice Article. I like rule 1 and 2. I&#8217;d never given too much thought to subplots, as my players usually get focused on the main plot, or draw out the subplots themselves. In my games subplots tend to become mainplots, tend to leave room for new subplots, which tend to become mainplots, etc. </p>
<p>Quirks are also great when trying to define characters. I find them hard to fit in mechanically though, and usually try to make them thematic elements. </p>
<p>Can&#8217;t wait till you do the Burn Notice TV Case Study.
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('4977','John Arcadian'); return false;">Reply</a> </div>
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