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	<title type="text">Jonathan Drain's D20 Source: Dungeons &amp; Dragons Blog</title>
	<subtitle type="text">A must-read Dungeons &amp; Dragons blog for dungeon masters, D&amp;D players and game designers.</subtitle>

	<updated>2010-07-29T22:25:55Z</updated>
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		<author>
			<name>Brandan Landgraff</name>
						<uri>http://</uri>
					</author>
		<title type="html"><![CDATA[World Building 101 &#8211; Rated M for Mature Content]]></title>
		<link rel="alternate" type="text/html" href="http://www.d20source.com/2010/07/world-building-101-rated-m-for-mature-content" />
		<id>http://www.d20source.com/?p=1943</id>
		<updated>2010-07-29T22:25:55Z</updated>
		<published>2010-07-29T22:25:55Z</published>
		<category scheme="http://www.d20source.com" term="Dungeon Mastering Advice" /><category scheme="http://www.d20source.com" term="world-building-101" />		<summary type="html"><![CDATA[As with movies, video games, and books, RPG campaigns can have different levels of “objectionable” content.  Different players are comfortable with varying amounts of descriptions of violence, gore, sexual themes, or anything else that might get a movie rated R.    Determining what your campaign’s “rating” will be before you begin is [...]]]></summary>
		<content type="html" xml:base="http://www.d20source.com/2010/07/world-building-101-rated-m-for-mature-content">&lt;p&gt;As with movies, video games, and books, RPG campaigns can have different levels of “objectionable” content.  Different players are comfortable with varying amounts of descriptions of violence, gore, sexual themes, or anything else that might get a movie rated R.    Determining what your campaign’s “rating” will be before you begin is a good idea, for you and your players, to ensure that nobody finds partway through that their comfort levels are being exceeded.&lt;/p&gt;
&lt;p&gt;&lt;span id="more-1943"&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;There are different criteria that the film and video game industries use to determine their respective ratings, and while there may be some argument over how each category is weighted—violence, for example, being much more acceptable than sexual themes—it holds some value to adopt similar categories when determining your group’s baseline levels.&lt;/p&gt;
&lt;p&gt;Violence, as mentioned above, is one of the major criteria for ratings.  In an RPG, this generally refers more to how graphically the violence is described.  For many games, a certain minimum level of violence is absolutely expected, especially in systems like D&amp;#038;D where the rules tend to lend themselves best towards depicting adventurers for hire exploring dungeons full of monsters.  A PG-level game might leave the violence merely implied (“I strike a powerful blow with my axe!”) and a more mature game might include details of mutilated bodies in the wake of the enemy raids, or detailed interrogation scenes involving torture.  Bear in mind that the word “mature” here does not necessarily mean that a game involving mutilated babies worn as hats is not puerile; simply that ridiculous or offensive levels of carnage are best left to groups in which parental consent is not an issue for your players.&lt;/p&gt;
&lt;p&gt;Sexual themes in RPGs are, as with movies or games, a touchy subject.  Some groups enjoy playing through “adult” scenarios, others find the entire concept distasteful.    It can be uncomfortable for players not involved in a sex scene to sit through it, and in many cases one or more of the participating players may be portraying a character of a different gender, making the scene even more awkward.  For most groups a simple fade to black is appropriate—unless your group, as a whole, agrees that this content adds significantly to the game, chances are you will be best served by this approach.  Some players even prefer to avoid the subject altogether.&lt;/p&gt;
&lt;p&gt;Language is another consideration that should be borne in mind when deciding your campaign’s “rating”.  Remember too that the infamous Seven Words are not the only words that can carry offense.  If your campaign is set on an alternate Earth, then it’s likely that your setting includes characters who have less than kind views of particular ethnic groups—and would realistically use terms best avoided in polite company to refer to those groups.  Even in a modern Earth campaign there are plenty of racial epithets that even a mother-hugging sock-sucker may be uncomfortable throwing around. &lt;/p&gt;
&lt;p&gt;A less tangible but equally important point to contemplate is the overall tone and theme of your game.  If your game is about beating up orcs and taking their treasure and never touches on anything more significant, that’s fine.  If your game has characters who engage in rape, torture, murder, genocide, or various forms of blasphemy and assorted foulness, even if these subjects are kept in the background as villainous motivations, you may make someone in your group uncomfortable.  People have different purposes in mind when playing an RPG—one player may feel that a storyline involving adultery, rape, and abortion as a central theme is a great way to explore real world themes, but another may find that it makes his or her escapist fantasy a little heavier than they had in mind.&lt;/p&gt;
&lt;p&gt;The best way to handle all of this is typically to sit down with your group ahead of time and discuss what everyone is and is not comfortable with.  That allows you to tailor your content to avoid making anyone feel excessively uncomfortable.  Some players may enjoy pushing their boundaries a bit, but not too far.  In such cases, perhaps come up with a prearranged “safe word” or way to indicate that things have crossed a line and the scene should be toned down or stopped entirely.  Monitor your players body language as well, if at all possible, since they may be unwilling to interrupt for various reasons.  Finally, generally it’s a good idea to ask yourself before including any particularly vulgar or mature content whether the inclusion is essential to the game or if it adds anything meaningful.  If the answer is “no”, then chances are your game will work just as well, if not better, without it.&lt;/p&gt;

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&lt;/div&gt;</content>
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	</entry>
		<entry>
		<author>
			<name>Brandan Landgraff</name>
						<uri>http://</uri>
					</author>
		<title type="html"><![CDATA[World Building 101 &#8211; CHOO CHOO]]></title>
		<link rel="alternate" type="text/html" href="http://www.d20source.com/2010/07/world-building-101-choo-choo-railroading" />
		<id>http://www.d20source.com/?p=1939</id>
		<updated>2010-07-23T02:09:41Z</updated>
		<published>2010-07-23T02:09:41Z</published>
		<category scheme="http://www.d20source.com" term="Dungeon Mastering Advice" /><category scheme="http://www.d20source.com" term="world-building-101" />		<summary type="html"><![CDATA[Preparation is among the most valuable tools at the disposal of a good dungeon master.  It can help at every level of the game—encounters, both random and planned, quick reference to NPCs, pivotal plot points, and overall cohesion.  There are times, though, when it is possible to over prepare, to the point where [...]]]></summary>
		<content type="html" xml:base="http://www.d20source.com/2010/07/world-building-101-choo-choo-railroading">&lt;p&gt;Preparation is among the most valuable tools at the disposal of a good dungeon master.  It can help at every level of the game—encounters, both random and planned, quick reference to NPCs, pivotal plot points, and overall cohesion.  There are times, though, when it is possible to over prepare, to the point where it can become an active detriment to your game.&lt;/p&gt;
&lt;p&gt;&lt;span id="more-1939"&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;Overpreparation is a fairly common pitfall for novice dungeon masters, though sadly not exclusive to them.  It can occur when the DM wishes to present a smooth experience, or when he or she has a vision of an epic storyline in mind and wants to ensure that the players get to experience it just as it was initially imagined.  The players are herded along, often more by stick than carrot, and sometimes even accompanied by a DM-controlled member of the party who will ensure that they stay on track by varying degrees of forcefulness—essentially a parole officer to make sure the players don’t get “lost” along the way to the next plot point.&lt;/p&gt;
&lt;p&gt;This kind of DMing behavior is colloquially known as “railroading”, since the players are essentially on a fixed path from point A to point B without any chance of meaningful diversion from that path—much like a train cannot run where there are no rails.  In short it negates the role of the players in the story and relegates them to being passive spectators to the DM’s vision of the plot.  While there is nothing wrong with telling a story, the idea at the core of a roleplaying game is that everyone gets a chance to participate, and railroading diminishes or removes the ability of the players to do so.&lt;/p&gt;
&lt;p&gt;One difficulty in avoiding railroading your players is that many of the techniques and intentions that lead to the adventure being “on rails” are simply misapplications of perfectly valid methods of DMing a game.  It is entirely possible to have a DMPC who does not overshadow or direct the players, for example, or to have a grand and epic plot for your campaign without cutting out your players ability to meaningfully contribute to the outcome.&lt;/p&gt;
&lt;p&gt;The main trick is to remember not to become overly involved in your preparations, or to prepare so thoroughly that you lose the flexibility to adapt to new ideas.  The 4th Edition Dungeon Master’s Guide advises saying “yes” to your players as much as possible, or at worst “yes, but”, rather than saying “no.”  This is very good advice to keep in mind, within limits—sometimes you will want or need to say “no” for the good of your game.  If you are inclined to say no, though, pause for a moment and determine why that’s your immediate reaction—and if it’s simply a knee-jerk response, you may want to change it to a conditional yes.&lt;/p&gt;
&lt;p&gt;Another thing to avoid is lengthy periods of description or dialogue where the players are left listening to you talk.  In many ways, a good DM talks as little as possible at the table, leaving the players in control.  This advice is often difficult to grasp for novices, especially when working from pre-written adventures, since there is a tendency in those to run a paragraph or two of scene-setting flavor text.  It can be very evocative to have such description, but again remember that the role of storyteller is only a part of the DM’s job, and is secondary to ensuring that your players are having fun.  If your group loves the descriptions as you set the scene by all means, be as flowery as you like, but keep an eye on their body language.  If on the other hand their attention begins to wander when your narrations run past a few sentences, keep the descriptions functional and brief, detailing only what they need to understand directly to function.  If they want to know more, they will ask, and that’s when it’s generally better to describe in more detail.&lt;/p&gt;
&lt;p&gt;The DMPC is a touchy issue.  Some groups are more accepting than others of these characters, but there’s always the possibility that the DMPC will be viewed as a babysitter or warden, regardless of your intentions with the character.  In general it’s easiest to avoid using them altogether, neatly sidestepping the problem.  If you do decide to have an NPC accompany your group, consider making him or her a noncombatant or placing control in combat into the hands of one of the PCs and letting them run the character as a companion.  No matter what, make certain that any advice or directions given by the character are suggestions at best, and that they will never overshadow the PCs role as the stars of the campaign.   There is little more frustrating for a player than to fight against a seemingly impossible battle only to have an NPC appear to save the day through DM fiat.&lt;/p&gt;
&lt;p&gt;Above all, remain flexible and remember that everyone makes mistakes.  If your campaign begins a little rough, that’s fine—better to be rough than to be too restrictive.  By the same token, it’s never too late to relinquish some of the control back to the players, if you HAVE been railroading.  And the ultimate truth of gaming—as long as you’re having fun, you’re doing all right—still stands.  If your group is satisfied with your game, don’t fret too much that you’re railroading them.  Don’t assume, though, that simply because nobody is complaining it means nobody is unhappy.  As I have repeated many times, communication with your players is key to making sure everyone is satisfied.&lt;/p&gt;

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&lt;/div&gt;</content>
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		<entry>
		<author>
			<name>Jonathan Drain</name>
						<uri>http://d20.jonnydigital.com</uri>
					</author>
		<title type="html"><![CDATA[Excellent D&amp;D Blogs]]></title>
		<link rel="alternate" type="text/html" href="http://www.d20source.com/2010/07/excellent-dd-blogs" />
		<id>http://www.d20source.com/?p=1936</id>
		<updated>2010-07-22T22:59:03Z</updated>
		<published>2010-07-22T22:59:03Z</published>
		<category scheme="http://www.d20source.com" term="News, Reviews &amp; Culture" />		<summary type="html"><![CDATA[There are a lot of RPG blogs on the Internet, but two in particular stand out, in my opinion.
Kobold Quarterly is a Dragon-style magazine with a website full of new content. KQ frequently publishes articles to its website when there isn&#8217;t enough room in the print edition.
The latest interesting article at KQ is I Was [...]]]></summary>
		<content type="html" xml:base="http://www.d20source.com/2010/07/excellent-dd-blogs">&lt;p&gt;There are a lot of RPG blogs on the Internet, but two in particular stand out, in my opinion.&lt;/p&gt;
&lt;p&gt;&lt;a href="http://www.koboldquarterly.com/"&gt;Kobold Quarterly&lt;/a&gt; is a &lt;cite&gt;Dragon&lt;/cite&gt;-style magazine with a website full of new content. KQ frequently publishes articles to its website when there isn&amp;#8217;t enough room in the print edition.&lt;/p&gt;
&lt;p&gt;The latest interesting article at KQ is &lt;a href="http://www.koboldquarterly.com/k/front-page6067.php"&gt;I Was a Gen Con Spy For TSR&lt;/a&gt;, an article from a TSR employee who was employed to spy on Gary Gygax at Gencon.&lt;/p&gt;
&lt;p&gt;&lt;a href="http://critical-hits.com/"&gt;Critical Hits&lt;/a&gt; is one of the longest-running major D&amp;#038;D blogs. It has acquired some very well-known writers in the past year, including former WotC employee Chris Sims and Chatty DM from &lt;cite&gt;Musings of the Chatty DM&lt;/cite&gt;. Just yesterday they acquired &lt;a href="http://critical-hits.com/2010/07/21/greetings-from-the-new-initiate/"&gt;Logan Bonner&lt;/a&gt;, a recent WotC layoff who worked on D&amp;#038;D 4th edition.&lt;/p&gt;
&lt;p&gt;Critical Hits recently posted an insightful article titled &lt;a href="http://critical-hits.com/2010/07/20/a-dms-look-at-dd-essentials/"&gt;A DM&amp;#8217;s Look at D&amp;#038;D Essentials&lt;/a&gt;, and Chris Sims&amp;#8217; 4E related &lt;a href="http://critical-hits.com/2010/07/22/minions-are-spice/"&gt;Minions Are Spice&lt;/a&gt;.&lt;/p&gt;

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&lt;/div&gt;</content>
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	</entry>
		<entry>
		<author>
			<name>Jonathan Drain</name>
						<uri>http://d20.jonnydigital.com</uri>
					</author>
		<title type="html"><![CDATA[Wheel of Morale-ity, Turn Turn Turn]]></title>
		<link rel="alternate" type="text/html" href="http://www.d20source.com/2010/07/wheel-of-morale-ity-turn-turn-turn" />
		<id>http://www.d20source.com/?p=1930</id>
		<updated>2010-07-21T01:15:53Z</updated>
		<published>2010-07-21T01:15:14Z</published>
		<category scheme="http://www.d20source.com" term="News, Reviews &amp; Culture" />		<summary type="html"><![CDATA[Jeff Rients on why morale rules are important:
&#8220;I probably don&#8217;t need to tell you how big a difference that simple rule can make in play.  Far fewer fights are to the death.  Smart PCs will boldy strike large groups of scaredy-cats, alpha-striking one poor bastard in hopes of spooking the rest.  And [...]]]></summary>
		<content type="html" xml:base="http://www.d20source.com/2010/07/wheel-of-morale-ity-turn-turn-turn">&lt;p&gt;Jeff Rients on why morale rules are important:&lt;/p&gt;
&lt;blockquote&gt;&lt;p&gt;&amp;#8220;I probably don&amp;#8217;t need to tell you how big a difference that simple rule can make in play.  Far fewer fights are to the death.  Smart PCs will boldy strike large groups of scaredy-cats, alpha-striking one poor bastard in hopes of spooking the rest.  And since 1gp = 1xp, you still get most of your experience even if the DM is a stingy bastard who holds back points on routed (as opposed to killed) foes.&amp;#8221;&lt;br /&gt;
  &amp;#8212; &lt;cite&gt;Jeff Rients, &lt;a href="http://jrients.blogspot.com/2010/07/more-morale-please.html"&gt;more morale, please&lt;/a&gt;&lt;/cite&gt;&lt;/p&gt;&lt;/blockquote&gt;

&lt;p&gt;&lt;a href="http://feedads.g.doubleclick.net/~a/nEK3GMIUk-oX4iNO4gyqbxfxvd4/0/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/nEK3GMIUk-oX4iNO4gyqbxfxvd4/0/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;br/&gt;
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&lt;/div&gt;</content>
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	</entry>
		<entry>
		<author>
			<name>Brandan Landgraff</name>
						<uri>http://</uri>
					</author>
		<title type="html"><![CDATA[World Building 101 &#8211; Random Encounters and You]]></title>
		<link rel="alternate" type="text/html" href="http://www.d20source.com/2010/07/world-building-101-random-encounters-and-you" />
		<id>http://www.d20source.com/?p=1927</id>
		<updated>2010-07-15T20:27:28Z</updated>
		<published>2010-07-15T20:27:28Z</published>
		<category scheme="http://www.d20source.com" term="Dungeon Mastering Advice" /><category scheme="http://www.d20source.com" term="world-building-101" />		<summary type="html"><![CDATA[Random encounters are a time-honored tradition in RPGs.  When a party of adventurers goes gallivanting across the countryside, or through a stretch of otherwise empty dungeon, or wandering aimlessly through a city, one way for the DM to keep the game from becoming a rather bland travelogue is to throw in random encounters.  [...]]]></summary>
		<content type="html" xml:base="http://www.d20source.com/2010/07/world-building-101-random-encounters-and-you">&lt;p&gt;Random encounters are a time-honored tradition in RPGs.  When a party of adventurers goes gallivanting across the countryside, or through a stretch of otherwise empty dungeon, or wandering aimlessly through a city, one way for the DM to keep the game from becoming a rather bland travelogue is to throw in random encounters.  At the same time, this idea can be difficult for a DM who prefers to be more carefully prepared for his or her game sessions, with combat encounters typically being more carefully planned set-pieces—random encounters don’t always fit into their world view.  Today we will discuss a secret that will help you make more memorable random encounters if you already use them, or may help convince you to start, if you don’t.&lt;/p&gt;
&lt;p&gt;Some encounters are more random than others.   To put it more clearly, random need not be synonymous with unplanned.&lt;/p&gt;
&lt;p&gt;&lt;span id="more-1927"&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;Sure, it’s easy enough to write a random encounter chart with nothing more than a group of enemies as each entry, and sometimes that’s enough—if your party is exploring a dungeon, for example, you don’t have to worry about coming up with the features of the area on the fly, since they will be dictated by the environment and the room the PCs are in at the time.  For those with more of a mind for preparation, though, you might think of some unusual scenarios that could be explored within the dungeon but don’t fit into the main theme—perhaps something that adds extra flavor fitting your campaign world, or even that introduces or advances a minor subplot in some way, but is not necessary to see it completed.  If your setting features the spirits of the dead heavily, for example, your players could randomly encounter the ghosts of a group of slain adventurers in a section of dungeon that they have already cleared out, perhaps gaining insight into the history of the place, or a quest to communicate news of their demise to their loved ones.&lt;/p&gt;
&lt;p&gt;For a countryside encounter table, though, you may want to invest a bit more time into your random encounter design.  Instead of simply having a bandit attack, you could have your players stumble across an old abandoned windmill that bandits have converted into a base, and play out the combat in and around the windmill.  You might have a group of gnolls harassing a family of peasants on the road, and the party might earn extra rewards for successfully defending the poor folks.  And again, you might use it as an opportunity to flesh out your setting a bit more for your players.&lt;/p&gt;
&lt;p&gt;It’s also definitely worth keeping in mind that an encounter doesn’t invariably need to lead to combat.  You might include such entries as friendly travelers—traders or adventurers, hunters or local farmers.  You could include strange noises, phantom lights, or ghostly visions of events long past, or any other atmospheric element you like.  You could also include events that play out more along the lines of skill challenges—a young hoodlum cutpurse makes off with one player’s money pouch, and the players must engage in a chase to catch the little rascal, perhaps, or they stumble across a mysterious chest or door locked with a combination of magic and  mechanics, holding some treasure within if only they can figure out how to open it.  &lt;/p&gt;
&lt;p&gt;A bit of preparation can obviously make random encounters much more entertaining and flavorful, then, but they are not without their own inherent problems, at the same time.  One such problem arises in the form of experience rewards.  If you run a large number of random encounters without considering the affect it will have on your experience totals it is possible that your players may outlevel the main adventure you have planned simply through wandering around aimlessly.  You can avoid this in a number of ways—planning to include a certain number of random encounters as part of the total adventure experience, budgeting random encounters to a smaller total of experience share, limiting the number of combat encounters included on the table, or simply fudging experience in general.&lt;/p&gt;
&lt;p&gt;Another potential problem is that you may prepare a number of encounters that go unused.  This is alleviated somewhat by the ability to lift unused encounters and drop them wholesale into later adventures—assuming that they are not explicitly tied to the location of the current adventure—and by avoiding overpreparation.  It’s not necessary to prepare dozens upon dozens of encounters at any given time, especially if they are intended for use as random encounters.  You will still want to make the main focus of your design the encounters that you can be sure your group will get a chance to see.  &lt;/p&gt;
&lt;p&gt;Random encounters can be great fun, and a bit of preparation can go a long way in making them feel more connected, both to the specific adventure and to the world as a whole.  Care in preparation can avoid most of the larger pitfalls associated with them, and proper use of these elements can make your world feel broader and more alive—like there are things happening independent of your player characters, without taking the spotlight away from them.&lt;/p&gt;

&lt;p&gt;&lt;a href="http://feedads.g.doubleclick.net/~a/ojF8-g02YYRIsxn3TqYpfnQ6F1c/0/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/ojF8-g02YYRIsxn3TqYpfnQ6F1c/0/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;br/&gt;
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&lt;/div&gt;</content>
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	</entry>
		<entry>
		<author>
			<name>Brandan Landgraff</name>
						<uri>http://</uri>
					</author>
		<title type="html"><![CDATA[World Building 101: Using Another World]]></title>
		<link rel="alternate" type="text/html" href="http://www.d20source.com/2010/07/world-building-101-using-another-world" />
		<id>http://www.d20source.com/?p=1924</id>
		<updated>2010-07-08T17:01:04Z</updated>
		<published>2010-07-08T17:01:04Z</published>
		<category scheme="http://www.d20source.com" term="Dungeon Mastering Advice" /><category scheme="http://www.d20source.com" term="world-building-101" />		<summary type="html"><![CDATA[We live in a culture that is rich in media.  Novels, comic books, movies, video games, television shows, and more—it is a constant stream of entertainment for those who want it.  There may be times when your group wants to roleplay in an established universe—to explore the same worlds that the heroes of [...]]]></summary>
		<content type="html" xml:base="http://www.d20source.com/2010/07/world-building-101-using-another-world">&lt;p&gt;We live in a culture that is rich in media.  Novels, comic books, movies, video games, television shows, and more—it is a constant stream of entertainment for those who want it.  There may be times when your group wants to roleplay in an established universe—to explore the same worlds that the heroes of your favourite novels or movies have their adventures in.  Sometimes, others have had the same idea and have adapted a system (or created one) to allow just that.  Other times it will be left to you to do this work—or it may be that you like the setting but not the system associated with it.  Alternately, perhaps you have a favourite adventure that was written for a system other than the one you play in.  &lt;/p&gt;
&lt;p&gt;&lt;span id="more-1924"&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;The first step is to consider the basic assumptions of the setting you are adapting your game from, and work out how you will fit them into your game.  Magic may work vastly differently.  Harry Potter and his friends use magic quite differently from the way it is shown in Martin’s A Song of Ice and Fire series, and neither one is particularly well fit to the way D&amp;#038;D’s magic system functions—to say nothing of something like Xanth. Games like Final Fantasy, rather than elves and dwarves, have characters from bizarre races—unique to their particular iteration of the series in most cases, moogles aside.  Gamebooks—Lone Wolf, or Fighting Fantasy—are typically designed as single-player experiences, and are frequently limited in options compared to a tabletop game, and rife with “gotcha” instant death choices.  None of this is necessarily an insurmountable obstacle, but it is important to consider before you begin.&lt;/p&gt;
&lt;p&gt;Next it is important to consider how rich the setting is for adventure. Some worlds are well fleshed out and deeply detailed, sufficiently to allow a wide variety of adventures to take place quite apart from the canonical ones by the original authors.  On the other hand, there are settings that show only enough of the world to give backdrop for the story being told, and nothing more really exists beyond those scant few details.  These settings can be more difficult to adapt, since they require much more fleshing out on the part of the DM to be usable, and often require a large amount of conjecture and guess-work to fill in the blanks.  It may not be worth trying to adapt the setting rather than create your own if there is a dearth of setting detail in the original source material—you may wish to let your players know that the original work was amongst your inspirations, but that your setting is merely similar and not a full adaptation.&lt;/p&gt;
&lt;p&gt;In a richer setting it may be worth deciding how much of the source material to use.  For something like Star Wars, for example, there is a huge amount of verbiage dedicated to detailing every bit of setting minutiae, and in spite of the best intentions of all involved, not all of it necessarily fits that well together—there are certainly confusing contradictions present in several cases.  (While Star Wars has had several RPG lines, it remains a valid example of setting richness for the purposes of illustrating this point.)  Being selective can help reduce this confusion for your players, but one must always be clear about which elements of the setting are being used and which discarded up front to ensure that your players expectations match your own.  Another issue can arise if there is material being released on a regular basis that introduces new setting elements—especially if the new content contradicts material you created to fill in gaps while you waited.  Decide ahead of time how you will handle such contradictions and communicate to your players.  An easy way to avoid this is to be clear that your starting point is based on the existing material and anything produced later will be included only if it does not contradict what your game has established to be true.&lt;/p&gt;
&lt;p&gt;Once you have assessed how suitable the source is for adaptation, both in terms of mechanics and volume of material, there is one final question before you set about the task of adapting it to your game of choice—how much staying power will it have for your group as an RPG setting?  If you’ve just watched the latest fantasy blockbuster movie and want to play a game based on the setting that’s great, but if you won’t still feel that way in two months then it’s probably not worth the effort of fully adapting the setting.  On the other hand, if your players all played the same gamebooks as kids—Fighting Fantasy, for example—and you want to set your game on Titan and revisit favourite locations from the books as new adventurers, then you’ll probably be able to maintain interest in it for a good while.  Again, this should not be taken as a suggestion not to play in the short-term adaptation, but rather to tailor the amount of effort you put into converting the setting to the amount of time you’ll spend playing it.&lt;/p&gt;
&lt;p&gt;Playing in established worlds, or adapting existing material to new systems, can be a great timesaver and can be great fun for DM and players alike, for bringing forth feelings of nostalgia or fondness for the setting.  It can be an interesting exercise in mechanical design—a part of the topic admittedly not covered in this article, simply because the scope is far too large.  As with everything, though, communicating  clearly to your players is essential, so they understand the rules of the adaptation—familiarity with the setting will do a great deal to enhance their comfort with the game, but at the same time if something doesn’t work the way they expect it to that will be jarring.  Overall, it can be an interesting and exciting way to liven up a game, even for a few short sessions.&lt;/p&gt;

&lt;p&gt;&lt;a href="http://feedads.g.doubleclick.net/~a/4BErsae47ieouqnvy8GtaxLVB9A/0/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/4BErsae47ieouqnvy8GtaxLVB9A/0/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;br/&gt;
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&lt;/div&gt;</content>
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	</entry>
		<entry>
		<author>
			<name>Brandan Landgraff</name>
						<uri>http://</uri>
					</author>
		<title type="html"><![CDATA[World Building 101: Holy Days, Feasts, Festivals, and Other Excuses to Party Hard]]></title>
		<link rel="alternate" type="text/html" href="http://www.d20source.com/2010/07/world-building-101-holy-days-feasts-festivals-and-other-excuses-to-party-hard" />
		<id>http://www.d20source.com/?p=1920</id>
		<updated>2010-06-28T23:55:52Z</updated>
		<published>2010-07-01T23:47:32Z</published>
		<category scheme="http://www.d20source.com" term="Dungeon Mastering Advice" /><category scheme="http://www.d20source.com" term="world-building-101" />		<summary type="html"><![CDATA[Creating a calendar for your campaign world is simple enough, and lets you track the passage of time in your game, following things like the phases of the moons or the passage of seasons, as well as adding a good deal of flavor through the names of days and months.  To really flesh out [...]]]></summary>
		<content type="html" xml:base="http://www.d20source.com/2010/07/world-building-101-holy-days-feasts-festivals-and-other-excuses-to-party-hard">&lt;p&gt;&lt;a href="http://www.d20source.com/2010/06/world-building-101-keeping-track-of-time"&gt;Creating a calendar for your campaign world&lt;/a&gt; is simple enough, and lets you track the passage of time in your game, following things like the phases of the moons or the passage of seasons, as well as adding a good deal of flavor through the names of days and months.  To really flesh out a calendar, though, you need to create a variety of holy days, feasts, and festivals celebrated by the people in your campaign world.  These can provide plenty of color to your setting, as well as potential plot hooks or interesting backdrops against which to set a session.&lt;/p&gt;
&lt;p&gt;&lt;span id="more-1920"&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;The first step to designing a holiday is to decide on the reason for the celebration.  As usual we can draw on real world holidays for inspiration.  There are myriad reasons behind the celebrations and observances that exist, but they can generally be grouped into certain categories.  In many cases the nature of the celebration will also help determine the timing of the event, or at least suggest a possibility or two for when it can fall in the year.&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;b&gt;To honor or commemorate an individual or group&lt;/b&gt; &amp;#8211; In many countries, holidays exist in honor of particular individuals or groups.  Rulers and heroes are the most common, but in some cases celebrations exist to mark the failure or capture of particularly reviled criminals or traitors.  Often these celebrations fall on the birthday or anniversary of the death of the individual in question, but occasionally they are remembered on the anniversary of a particularly momentous event in their lives.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;To commemorate an event&lt;/b&gt; &amp;#8211; Sometimes it is not the heroes who are remembered, but the event itself.  Military victories or the end of a long and devastating conflict might be observed, as might successful revolutions or the unification or founding of a new kingdom.  More dramatic events, such as magical or natural disasters that shaped the world, might also be commemorated.  Typically these celebrations fall on the anniversary of the event they are meant to remember.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;To mark the passage of time&lt;/b&gt; &amp;#8211; Many holidays exist to celebrate the passage of time.  The beginning of a new year, the first day of spring, or the completion of the harvest are all fairly common festival observances.  Others might include solstices and equinoxes, or other seasonal markers.  The timing of these kinds of festivals is fairly self-evident.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;To celebrate life itself&lt;/b&gt; &amp;#8211; In a world where survival is a struggle, it can be important to make time to simply take joy in being alive.  Festivals dedicated to love, children, family, or even to remembering those who have died are all possibilities for this kind of celebration.  Sometimes a party needs no more excuse than chasing away despair.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Fantastic or supernatural reasons&lt;/b&gt; &amp;#8211; When detailing the feasts or celebrations of a fantasy setting it only makes sense that there would be fantastic reasons behind some.  Perhaps there is a certain day of the year upon which the barriers between realms vanishes, allowing the spirit world or fey to interact directly with the natural world.  Perhaps a strange celebration is actually an ancient and long-forgotten ritual that, if it is not performed, will cause the bonds holding an ancient evil to dissolve or some other disaster to occur.  Or perhaps the celebration is based on folk tales and beliefs, and makes little sense to outsiders but is treated with utmost respect and gravity by the locals…&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Religious observances&lt;/b&gt; &amp;#8211; Religious holy days can include any of the above reasons and more.  Perhaps there are specific articles of the faith which must be observed—on the seventh day of each month, the faithful must witness the rising of the sun while engaged in prayer, perhaps.   Other observances can include periods of fasting or abstinence, and may require forgiveness or absolution, either of one’s own trespasses or those of one’s neighbors.  Religious observances need not be austere and somber affairs, however—many can and should be full of as much zest and joy as more secular affairs.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Military observances&lt;/b&gt; &amp;#8211; There are several examples of celebrations to honor the veterans or the fallen who have given their lives in defense of a nation or an ideal.  Other celebrations with a martial tone could include parades or tournaments to improve morale.  Tournaments get the added benefit of being an outlet for pent-up aggression and offering a chance to demonstrate skill and training—as well as providing a goal to work towards for that same training each year.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Once you have decided why and when a festival or holiday is being held, the next step is to determine how it is celebrated.  Parades, wild parties, somber rituals, great feasts, tournaments, quiet gatherings of friends, or full blown festival merriment are all possibilities.  The festival does not even need to be observed in the same way from place to place—one country may celebrate the harvest with a great deal of drinking, dancing, and merrymaking while the neighboring country offers humble prayer and quiet thanks for their continued good fortune to the gods or spirits of the harvest.  Perhaps a festival for children lets them run amok without needing to listen to their elders for an entire day, ending at sunset.  A festival for the dead could be somber and mournful, or a lively remembrance of their time among the living.  Don’t forget to include a bit of magic into the mix. Maybe those who died during the previous year inhabit the bodies of friends and family for the day to take care of unfinished business—but what if a normally harmless and amusing festival where old grandmothers get one last dance with their dear departed husband in the body of their grandson suddenly turns violent as some strong spirit decides to thirst for revenge?&lt;/p&gt;
&lt;p&gt;Where the festival is celebrated and by whom is also important.  Very few celebrations are observed throughout the world.  Perhaps the characters stumble into a small hamlet and encounter a holiday observed only by the villagers there; alternatively they might have heard of a grand tournament in a distant city held yearly with a fantastic prize for the victors and travel there specifically to take part.&lt;/p&gt;
&lt;p&gt;Finally, if you want to make the festivals into an important part of your game, you need to communicate their existence to your players.  If you have already created a calendar for your setting you can simply note the festival days on it and provide brief descriptions of those that are widely observed; this will allow the players to see that something noteworthy will happen on that day and hopefully pique sufficient interest for them to want to investigate.  Even if you have not already created a full calendar, it’s easy enough to simply have a few NPCs talking about the upcoming festivities, or beginning to work towards setting them up in advance.  Make your festivals memorable and lively, and they’ll be a fun addition to your campaign.&lt;/p&gt;

&lt;p&gt;&lt;a href="http://feedads.g.doubleclick.net/~a/XEjyPzsQ0wq0Nkf9VblARpv3q9o/0/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/XEjyPzsQ0wq0Nkf9VblARpv3q9o/0/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;br/&gt;
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&lt;a href="http://feeds.feedburner.com/~ff/JonathanDrainD20?a=bFrVlhIhc9U:qV3HmzP9T78:qj6IDK7rITs"&gt;&lt;img src="http://feeds.feedburner.com/~ff/JonathanDrainD20?d=qj6IDK7rITs" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/JonathanDrainD20?a=bFrVlhIhc9U:qV3HmzP9T78:gIN9vFwOqvQ"&gt;&lt;img src="http://feeds.feedburner.com/~ff/JonathanDrainD20?i=bFrVlhIhc9U:qV3HmzP9T78:gIN9vFwOqvQ" border="0"&gt;&lt;/img&gt;&lt;/a&gt;
&lt;/div&gt;</content>
		<link rel="replies" type="text/html" href="http://www.d20source.com/2010/07/world-building-101-holy-days-feasts-festivals-and-other-excuses-to-party-hard#comments" thr:count="3" />
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	</entry>
		<entry>
		<author>
			<name>Jonathan Drain</name>
						<uri>http://d20.jonnydigital.com</uri>
					</author>
		<title type="html"><![CDATA[Running Minis Games at Conventions]]></title>
		<link rel="alternate" type="text/html" href="http://www.d20source.com/2010/06/running-minis-games-at-conventions" />
		<id>http://www.d20source.com/?p=1907</id>
		<updated>2010-06-24T03:38:37Z</updated>
		<published>2010-06-27T15:55:19Z</published>
		<category scheme="http://www.d20source.com" term="News, Reviews &amp; Culture" />		<summary type="html"><![CDATA[Publisher and game designer Chris Pramas has written a useful article on Running miniatures games at conventions.
The article gives some useful insights.
When I was about 12 years old, I “designed” my first wargame scenario. I tried to recreate the Battle of Kursk using Avalon Hill’s classic Squad Leader boardgame (I know, I know; I was [...]]]></summary>
		<content type="html" xml:base="http://www.d20source.com/2010/06/running-minis-games-at-conventions">&lt;p&gt;Publisher and game designer Chris Pramas has written a useful article on &lt;a href="http://freeport-pirate.livejournal.com/132198.html"&gt;Running miniatures games at conventions&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;The article gives some useful insights.&lt;/p&gt;
&lt;blockquote&gt;&lt;p&gt;When I was about 12 years old, I “designed” my first wargame scenario. I tried to recreate the Battle of Kursk using Avalon Hill’s classic Squad Leader boardgame (I know, I know; I was 12). In practice this meant setting up four boards and filling them with as many German and Russian tanks as I could. My brother and I tried to play it and of course it was too big and unwieldy to finish. My attempt was a failure but it taught me an important lesson. Designing a good scenario takes more thought that just using everything you have and yet this is a trap many big games fall into.&lt;/p&gt;&lt;/blockquote&gt;
&lt;p&gt;Chris Pramas runs publisher Green Ronin, which published the Dragon Age tabletop RPG this year. You can hear more from Pramas in the &lt;a href="http://www.pulpgamer.com/gamesthething/134900/episode-066-entry-level-rpgs-with-chris-pramas/"&gt;Out of Character podcast episode 66&lt;/a&gt;.&lt;/p&gt;

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&lt;/div&gt;</content>
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	</entry>
		<entry>
		<author>
			<name>Jonathan Drain</name>
						<uri>http://d20.jonnydigital.com</uri>
					</author>
		<title type="html"><![CDATA[The Unassailable Wall of Realism]]></title>
		<link rel="alternate" type="text/html" href="http://www.d20source.com/2010/06/the-unassailable-wall-of-realism" />
		<id>http://www.d20source.com/?p=1912</id>
		<updated>2010-06-23T22:43:15Z</updated>
		<published>2010-06-25T22:39:29Z</published>
		<category scheme="http://www.d20source.com" term="Dungeon Mastering Advice" />		<summary type="html"><![CDATA[It&#8217;s that darn real world intruding on the fun. The Unassailable Wall of Realism.
The UWoR never stands in the way of fantasy games. Because its fantasy, the GM can make anything up, and it&#8217;s as plausible as you want it to be, more or less. I don&#8217;t just mean handwaving mistakes away by saying &#8220;it&#8217;s [...]]]></summary>
		<content type="html" xml:base="http://www.d20source.com/2010/06/the-unassailable-wall-of-realism">&lt;blockquote&gt;&lt;p&gt;It&amp;#8217;s that darn real world intruding on the fun. The Unassailable Wall of Realism.&lt;/p&gt;
&lt;p&gt;The UWoR never stands in the way of fantasy games. Because its fantasy, the GM can make anything up, and it&amp;#8217;s as plausible as you want it to be, more or less. I don&amp;#8217;t just mean handwaving mistakes away by saying &amp;#8220;it&amp;#8217;s magic&amp;#8221; (although there&amp;#8217;s some freedom in that too). I mean that the town guards don&amp;#8217;t have to act like historical town guards or modern policemen. They can act like however you want them too, and it&amp;#8217;s not incorrect. Since you make your own definitions in fantasy, you can&amp;#8217;t do it &amp;#8220;wrong.&amp;#8221; You might create a fantastic situation that someone else doesn&amp;#8217;t care for, but there&amp;#8217;s no objective way to measure it all. It&amp;#8217;s all subjective.&lt;/p&gt;
&lt;p&gt;&lt;cite&gt;&amp;#8211; Monte Cook, &lt;a href="http://montecook.livejournal.com/229101.html"&gt;Top Secret&lt;/a&gt;&lt;/cite&gt;.&lt;/p&gt;&lt;/blockquote&gt;

&lt;p&gt;&lt;a href="http://feedads.g.doubleclick.net/~a/v-d4NK762kxPRUWrr1Nhh6zLNe0/0/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/v-d4NK762kxPRUWrr1Nhh6zLNe0/0/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;br/&gt;
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&lt;/div&gt;</content>
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	</entry>
		<entry>
		<author>
			<name>Brandan Landgraff</name>
						<uri>http://</uri>
					</author>
		<title type="html"><![CDATA[World Building 101 &#8211; Keeping Track of Time]]></title>
		<link rel="alternate" type="text/html" href="http://www.d20source.com/2010/06/world-building-101-keeping-track-of-time" />
		<id>http://www.d20source.com/?p=1916</id>
		<updated>2010-06-24T16:22:17Z</updated>
		<published>2010-06-24T16:22:17Z</published>
		<category scheme="http://www.d20source.com" term="Dungeon Mastering Advice" /><category scheme="http://www.d20source.com" term="world-building-101" />		<summary type="html"><![CDATA[A question that is often neglected when initially considering the details of a campaign world is how the inhabitants mark the passage of time.  Precision measurements of time are relatively recent, but even tens of thousands of years ago people were calculating and measuring time.  For your campaign world, defining a calendar and [...]]]></summary>
		<content type="html" xml:base="http://www.d20source.com/2010/06/world-building-101-keeping-track-of-time">&lt;p&gt;A question that is often neglected when initially considering the details of a campaign world is &lt;strong&gt;how the inhabitants mark the passage of time&lt;/strong&gt;.  Precision measurements of time are relatively recent, but even tens of thousands of years ago people were calculating and measuring time.  For your campaign world, defining a calendar and the common methods of measuring shorter intervals can be a very good way to add verisimilitude and character to your setting.&lt;/p&gt;
&lt;p&gt;&lt;span id="more-1916"&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;Tracking time can be considered from the smallest measurements right up to the largest.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Small units of time&lt;/strong&gt; are likely to be imprecisely measured in most worlds.  Seconds and minutes, or the equivalent thereof, are difficult to track accurately even for many modern clocks&amp;#8211;the technology or magic available will determine how close to the &amp;#8220;real&amp;#8221; time one can determine.  At the same time, seconds and minutes are less likely to be important to keep track of, for the most part, and rough estimates to the nearest quarter hour may be sufficient.  Bear in mind before you decide to create your own small measurements&amp;#8211;e.g. one hundred seconds to a &amp;#8220;segment&amp;#8221;, one hundred segments to a &amp;#8220;bell&amp;#8221;&amp;#8211;that this kind of separation can make your world feel different from Earth, but can also make it confusing for players, who will almost invariably need to convert these times back to more familiar measurements to understand how long &amp;#8220;three bells&amp;#8221; is.  This will probably be true for anything up to and including the length of a day.  Simple equivalents (one bell is two hours) are more readily translatable without causing confusion or pauses while your players puzzle out the conversion.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Medium segments of time&lt;/strong&gt;&amp;#8211;days, weeks, and even months&amp;#8211;can be changed more readily. A day might be slightly longer or shorter, but should remain fairly close to the 24-hour cycle your players (and you!) are used to, if only because it simplifies things.  The concept of a week, though, is fairly easy to play around with.  You might have a week be as few as five days, or as many as ten.  If you do choose to use a different length for your weeks, it&amp;#8217;s worth thinking about why it is grouped the way it is.  Perhaps each weekday is dedicated to one of the gods in your world&amp;#8217;s pantheon&amp;#8211;our own weekday names are largely drawn from the Norse pantheon, in English, at least.  You could also name the weekdays after elements, ancient heroes, or anything else you think thematically appropriate for your campaign world.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Months are similar to weeks&lt;/strong&gt; in that it&amp;#8217;s fairly easy to fiddle with the lengths of them.  Perhaps on your world all months are of equal length.  It can help to decide how many days are in a year on your world at the same time you choose to divide the months.  For a 365-day year, wholesale lifting of the Gregorian calendar might work&amp;#8211;or you could divide the year into six months of sixty days each, with a five-day period for the death of one year and the dawn of the next at the end of each cycle of months. &lt;/p&gt;
&lt;p&gt;&lt;strong&gt;As with weekdays, consider what the months are named for.&lt;/strong&gt;  The Gregorian calendar uses a variety of sources for the names of months&amp;#8211;September through December were originally named for their position in the calendar, January, March, May, and June take their names from gods, July and August honor Julius and Augustus Caesar, and February and April originate from the words for purification and opening, respectively.  Your calendar could copy any or all of these inspirations, and more, for naming your months.  Your player characters could even be honored similarly to Julius and Augustus&amp;#8211;previously those months were numbered similarly to the latter months in the year.  Most players would be fairly excited to have their characters immortalized in such a way.  &lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Tracking the passage of years is relatively simple&lt;/strong&gt;, by comparison.  Pick an important event in your world&amp;#8217;s history to start the year numbering from and work from there.  It could be an ancient war, a religious event, a great cataclysm, or even the beginning of the reign of a given ruler&amp;#8211;and again, your player characters could well be immortalized if their deeds are used as a starting point for a new calendar&amp;#8211;&amp;#8221;It is the third year since Hulkgar the Third and his stalwart companions overthrew the gods,&amp;#8221; for example.  If you are feeling truly ambitious you might name each individual year&amp;#8211;the Year of the Shattered Sky, the Year of the Sun&amp;#8217;s Betrayal, and so on&amp;#8211;but it can be a lot of effort to do so for more than a very few years and maintain a consistent level of seriousness.  Tread with care, or you may end up with names as ridiculous as Year of the Intimidating Porpoise&amp;#8211;memorable, perhaps, but not easily taken seriously.&lt;/p&gt;
&lt;p&gt;One benefit to keeping the year at 365 days (365.25, being precise) and simply renaming the months of the Gregorian calendar to match 1:1 with the calendar of your world is that it then becomes very easy to adapt a real-world calendar, electronic or otherwise, to track time in your game.  Making your own calendar of a different scale may result in more work to track the time, but is not outside of the realm of possibility, or even an especially tedious amount of work once you have the framework decided on.  Either way, knowing how time is measured and days are tracked in your world can add a very large dose of realism to your campaign&amp;#8211;your players will be able to feel that things are happening at a much more concrete pace if they can look at a calendar and see what they were doing on a particular day in-game. Also, it can lead to more dimension in character backgrounds, as birthdays, anniversaries, and holidays can all be much more reliably tracked and used as plot hooks or roleplaying hooks if your players can see how the calendar works.&lt;/p&gt;

&lt;p&gt;&lt;a href="http://feedads.g.doubleclick.net/~a/OGQEfng8werXBEjJB40cVfABOEk/0/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/OGQEfng8werXBEjJB40cVfABOEk/0/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;br/&gt;
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&lt;/div&gt;</content>
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