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	Comments for Gnome Stew	</title>
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	<link>https://gnomestew.com</link>
	<description>The Gaming Blog</description>
	<lastBuildDate>Wed, 13 May 2026 22:59:44 +0000</lastBuildDate>
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		Comment on GM/Player Interactions, Part 1 by J.T. Evans		</title>
		<link>https://gnomestew.com/gm-player-interactions-part-1/comment-page-1/#comment-444316</link>

		<dc:creator><![CDATA[J.T. Evans]]></dc:creator>
		<pubDate>Wed, 13 May 2026 22:59:44 +0000</pubDate>
		<guid isPermaLink="false">https://gnomestew.com/?p=53396#comment-444316</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://gnomestew.com/gm-player-interactions-part-1/comment-page-1/#comment-444315&quot;&gt;Dan Drummond&lt;/a&gt;.

Thanks for the comment and complement!]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://gnomestew.com/gm-player-interactions-part-1/comment-page-1/#comment-444315">Dan Drummond</a>.</p>
<p>Thanks for the comment and complement!</p>
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		Comment on GM/Player Interactions, Part 1 by Dan Drummond		</title>
		<link>https://gnomestew.com/gm-player-interactions-part-1/comment-page-1/#comment-444315</link>

		<dc:creator><![CDATA[Dan Drummond]]></dc:creator>
		<pubDate>Wed, 13 May 2026 22:16:14 +0000</pubDate>
		<guid isPermaLink="false">https://gnomestew.com/?p=53396#comment-444315</guid>

					<description><![CDATA[Great article, especially about GM&#039;s letting the characters succeed without malice and for players to &#039;be curious, not judgemental&#039; about the hooks and storylines. F around and find out -- it will only make the roleplaying more fun as you discover your character. Huzzah!]]></description>
			<content:encoded><![CDATA[<p>Great article, especially about GM&#8217;s letting the characters succeed without malice and for players to &#8216;be curious, not judgemental&#8217; about the hooks and storylines. F around and find out &#8212; it will only make the roleplaying more fun as you discover your character. Huzzah!</p>
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		Comment on Adventure Design: Node-Based Design by Devansh		</title>
		<link>https://gnomestew.com/adventure-design-node-based-design/comment-page-1/#comment-444310</link>

		<dc:creator><![CDATA[Devansh]]></dc:creator>
		<pubDate>Tue, 12 May 2026 08:59:38 +0000</pubDate>
		<guid isPermaLink="false">https://gnomestew.com/?p=52783#comment-444310</guid>

					<description><![CDATA[Node-based design is a smart way to create adventure stories with connected scenes and meaningful choices. It helps players explore mysteries, follow clues, and enjoy better gameplay without feeling forced down one path. Good design keeps the story moving while giving players freedom to decide what happens next. The idea of building scenes step by step also works well in strategy-based games like Tiranga Game, where planning and decision-making can improve the overall experience. Simple structure and balanced choices make games more exciting and enjoyable for everyone.
Website: https://www.tiranga-game.games/]]></description>
			<content:encoded><![CDATA[<p>Node-based design is a smart way to create adventure stories with connected scenes and meaningful choices. It helps players explore mysteries, follow clues, and enjoy better gameplay without feeling forced down one path. Good design keeps the story moving while giving players freedom to decide what happens next. The idea of building scenes step by step also works well in strategy-based games like Tiranga Game, where planning and decision-making can improve the overall experience. Simple structure and balanced choices make games more exciting and enjoyable for everyone.<br />
Website: <a href="https://www.tiranga-game.games/" rel="nofollow ugc">https://www.tiranga-game.games/</a></p>
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		<title>
		Comment on 10 Year Retrospective by J.T. Evans		</title>
		<link>https://gnomestew.com/10-year-retrospective/comment-page-1/#comment-444126</link>

		<dc:creator><![CDATA[J.T. Evans]]></dc:creator>
		<pubDate>Tue, 31 Mar 2026 15:23:14 +0000</pubDate>
		<guid isPermaLink="false">https://gnomestew.com/?p=53373#comment-444126</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://gnomestew.com/10-year-retrospective/comment-page-1/#comment-444125&quot;&gt;Tim Brannan&lt;/a&gt;.

Thank you so much!]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://gnomestew.com/10-year-retrospective/comment-page-1/#comment-444125">Tim Brannan</a>.</p>
<p>Thank you so much!</p>
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		<title>
		Comment on 10 Year Retrospective by Tim Brannan		</title>
		<link>https://gnomestew.com/10-year-retrospective/comment-page-1/#comment-444125</link>

		<dc:creator><![CDATA[Tim Brannan]]></dc:creator>
		<pubDate>Tue, 31 Mar 2026 14:06:01 +0000</pubDate>
		<guid isPermaLink="false">https://gnomestew.com/?p=53373#comment-444125</guid>

					<description><![CDATA[Congrats on 10 years. Quite the accomplishment!]]></description>
			<content:encoded><![CDATA[<p>Congrats on 10 years. Quite the accomplishment!</p>
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		Comment on Prep is Aspirational by Phil Vecchione		</title>
		<link>https://gnomestew.com/prep-is-aspirational/comment-page-1/#comment-444037</link>

		<dc:creator><![CDATA[Phil Vecchione]]></dc:creator>
		<pubDate>Sun, 15 Mar 2026 16:25:21 +0000</pubDate>
		<guid isPermaLink="false">https://gnomestew.com/?p=53349#comment-444037</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://gnomestew.com/prep-is-aspirational/comment-page-1/#comment-443979&quot;&gt;Jake&lt;/a&gt;.

I think that you are well on your way to making your games less rigid and able to adapt to the play at the table. 
Keep up the good work!]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://gnomestew.com/prep-is-aspirational/comment-page-1/#comment-443979">Jake</a>.</p>
<p>I think that you are well on your way to making your games less rigid and able to adapt to the play at the table.<br />
Keep up the good work!</p>
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		Comment on Prep is Aspirational by Jake		</title>
		<link>https://gnomestew.com/prep-is-aspirational/comment-page-1/#comment-443979</link>

		<dc:creator><![CDATA[Jake]]></dc:creator>
		<pubDate>Thu, 05 Mar 2026 16:01:11 +0000</pubDate>
		<guid isPermaLink="false">https://gnomestew.com/?p=53349#comment-443979</guid>

					<description><![CDATA[I enjoyed this! Together with your Background Events piece, you&#039;ve essentially told GMs two very important concepts that they should learn as early as they can: your game world needs room to breathe. Creating linear stories only suffocate player agency and story possibilities. So, giving your game world the room to breathe and react to players can really make it feel alive and organic at the table! 

I&#039;ve really only made this realisation not too long ago, but the first steps I&#039;m doing to practice what I preach is to give the locations in the player&#039;s vicinity just enough depth. Additionally, I&#039;ve started making sure that all NPCs they come across have different motives that drive their actions, instead of simply reacting to and revolving around the PCs.

I&#039;d love to hear what you think in response to my comment!]]></description>
			<content:encoded><![CDATA[<p>I enjoyed this! Together with your Background Events piece, you&#8217;ve essentially told GMs two very important concepts that they should learn as early as they can: your game world needs room to breathe. Creating linear stories only suffocate player agency and story possibilities. So, giving your game world the room to breathe and react to players can really make it feel alive and organic at the table! </p>
<p>I&#8217;ve really only made this realisation not too long ago, but the first steps I&#8217;m doing to practice what I preach is to give the locations in the player&#8217;s vicinity just enough depth. Additionally, I&#8217;ve started making sure that all NPCs they come across have different motives that drive their actions, instead of simply reacting to and revolving around the PCs.</p>
<p>I&#8217;d love to hear what you think in response to my comment!</p>
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		<title>
		Comment on When Play does not go to Prep by Vasant		</title>
		<link>https://gnomestew.com/when-play-does-not-go-to-prep/comment-page-1/#comment-443865</link>

		<dc:creator><![CDATA[Vasant]]></dc:creator>
		<pubDate>Tue, 10 Feb 2026 17:38:27 +0000</pubDate>
		<guid isPermaLink="false">https://gnomestew.com/?p=53316#comment-443865</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://gnomestew.com/when-play-does-not-go-to-prep/comment-page-1/#comment-443813&quot;&gt;Phil Vecchione&lt;/a&gt;.

Thanks, Phil – I think I approached that idea from a too abstract or absolute point of view when deciding to only prepare a situation and not (in the slightest!) a possible solution. 

This is a good reminder to prepare helpful information or to be cooperative when creating them with the players (when playing more a &quot;play to find out&quot; kind of game)!]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://gnomestew.com/when-play-does-not-go-to-prep/comment-page-1/#comment-443813">Phil Vecchione</a>.</p>
<p>Thanks, Phil – I think I approached that idea from a too abstract or absolute point of view when deciding to only prepare a situation and not (in the slightest!) a possible solution. </p>
<p>This is a good reminder to prepare helpful information or to be cooperative when creating them with the players (when playing more a &#8220;play to find out&#8221; kind of game)!</p>
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		<title>
		Comment on When Play does not go to Prep by Phil Vecchione		</title>
		<link>https://gnomestew.com/when-play-does-not-go-to-prep/comment-page-1/#comment-443813</link>

		<dc:creator><![CDATA[Phil Vecchione]]></dc:creator>
		<pubDate>Fri, 06 Feb 2026 01:42:54 +0000</pubDate>
		<guid isPermaLink="false">https://gnomestew.com/?p=53316#comment-443813</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://gnomestew.com/when-play-does-not-go-to-prep/comment-page-1/#comment-443467&quot;&gt;Vasant&lt;/a&gt;.

You touch on a great point here. What if they don&#039;t? 

So, something I did not say in the article is that for the Prep Situations, Not Solutions to work, it helps if the players are proactive and inclined to come up with solutions on their own. That is not true for all groups. Many groups are used to having the solution pointed out and then playing through the solution to see what happens. 

Then, of course, even proactive players can run out of ideas or, through misunderstanding, may think they don&#039;t have an action they can take. 

The rubric I use at my table, which comes out of Night&#039;s Black Agents, is: Gather information and then act on that information. So if players don&#039;t know what action to take, then they likely don&#039;t have enough (or the correct information). When this happens at my table, I can remind the players of this, which nudges them into getting more information, be it skill checks, NPCs, or even just reviewing what info they have. That can then lead them to an action. 

That typically gets my players moving again. 

It can also be reverse-engineered, in that if they want to take a specific action but don&#039;t feel like they can or are ready, then they can gather some info to feel more secure in taking that action. 

I hope that helps.]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://gnomestew.com/when-play-does-not-go-to-prep/comment-page-1/#comment-443467">Vasant</a>.</p>
<p>You touch on a great point here. What if they don&#8217;t? </p>
<p>So, something I did not say in the article is that for the Prep Situations, Not Solutions to work, it helps if the players are proactive and inclined to come up with solutions on their own. That is not true for all groups. Many groups are used to having the solution pointed out and then playing through the solution to see what happens. </p>
<p>Then, of course, even proactive players can run out of ideas or, through misunderstanding, may think they don&#8217;t have an action they can take. </p>
<p>The rubric I use at my table, which comes out of Night&#8217;s Black Agents, is: Gather information and then act on that information. So if players don&#8217;t know what action to take, then they likely don&#8217;t have enough (or the correct information). When this happens at my table, I can remind the players of this, which nudges them into getting more information, be it skill checks, NPCs, or even just reviewing what info they have. That can then lead them to an action. </p>
<p>That typically gets my players moving again. </p>
<p>It can also be reverse-engineered, in that if they want to take a specific action but don&#8217;t feel like they can or are ready, then they can gather some info to feel more secure in taking that action. </p>
<p>I hope that helps.</p>
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		<title>
		Comment on Giants Deserve Better by Drew		</title>
		<link>https://gnomestew.com/giants-deserve-better/comment-page-1/#comment-443787</link>

		<dc:creator><![CDATA[Drew]]></dc:creator>
		<pubDate>Wed, 04 Feb 2026 10:43:06 +0000</pubDate>
		<guid isPermaLink="false">https://gnomestew.com/?p=53235&#038;preview=true&#038;preview_id=53235#comment-443787</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://gnomestew.com/giants-deserve-better/comment-page-1/#comment-443773&quot;&gt;Sean H&lt;/a&gt;.

You’re welcome. I think divorcing world building and the things that live in it is always limiting. The more intertwined, the better.]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://gnomestew.com/giants-deserve-better/comment-page-1/#comment-443773">Sean H</a>.</p>
<p>You’re welcome. I think divorcing world building and the things that live in it is always limiting. The more intertwined, the better.</p>
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