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	<title>safety &#8211; Thoughty</title>
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	<description>Works by Beau Jágr Sheldon</description>
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		<title>The Nature of Peril</title>
		<link>https://briebeau.com/thoughty/2021/07/the-nature-of-peril/</link>
		
		<dc:creator><![CDATA[Beau Jágr Sheldon]]></dc:creator>
		<pubDate>Sat, 31 Jul 2021 01:05:11 +0000</pubDate>
				<category><![CDATA[Archive]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Theory]]></category>
		<category><![CDATA[accessibility]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[roleplaying games]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[RPGs]]></category>
		<category><![CDATA[safety]]></category>
		<category><![CDATA[tabletop rpgs]]></category>
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					<description><![CDATA[I think about the concept of peril in adventures quite a lot, especially as someone who generally isn't big on character death, extreme physical or mental trauma, &#038; failing. What on earth is an adventure without those types of peril? Does a game even require an adventure, 0r peril, to be fun? (I won't be discussing the nature of fun, that's your own thing.)]]></description>
		
		
		
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