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	<title>Comments for elsewares.org</title>
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	<link>http://elsewares.org</link>
	<description>We build stories.</description>
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		<title>Comment on Competitive RPGs. by Thunder_God</title>
		<link>http://elsewares.org/competitive-rpgs/#comment-19</link>
		<dc:creator>Thunder_God</dc:creator>
		<pubDate>Fri, 04 Aug 2006 09:45:32 +0000</pubDate>
		<guid isPermaLink="false">http://blog.kumapageworks.org/blog/?p=109#comment-19</guid>
		<description>Psst, still waiting for your response :)</description>
		<content:encoded><![CDATA[<p>Psst, still waiting for your response :)</p>
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		<title>Comment on Competitive RPGs. by Thunder_God</title>
		<link>http://elsewares.org/competitive-rpgs/#comment-18</link>
		<dc:creator>Thunder_God</dc:creator>
		<pubDate>Thu, 13 Jul 2006 21:52:17 +0000</pubDate>
		<guid isPermaLink="false">http://blog.kumapageworks.org/blog/?p=109#comment-18</guid>
		<description>What do you mean when you say: &quot;Guy’s got me all the way up to the end on this one&quot;, that you agree almost fully?

Also, you seem to agree with me but you say you do not, which is odd. You say you need to moderate Competition, I agree, and I think it should be done by rules.
Another thing about the primacy of rules is that I&#039;m sick of games who are &quot;Competitive&quot;, like old-skool D&amp;D. The mechanics don&#039;t support competition but it was acted as if it were, which created much hang-ups.

I don&#039;t think Story needs to be creative, but I think it&#039;s a shared goal of anyone to have a good story. For an example of &quot;Competitive&quot; Story look at Capes, but then you have Competitive mechanics which define who can set the Story, yet, you all want a cool story.
Rather incoherent, but that&#039;s where I got thus far.

You forgot &lt;b&gt;Game&lt;/b&gt;. It&#039;s not &quot;CSI&quot; but &quot;CSI Game&quot;. Also, to be exact, I never mention &quot;RPGs&quot;, so when someone told me there is no Role-play opportunities in &lt;a href=&quot;http://craniumrats.pbwiki.com&quot; rel=&quot;nofollow&quot;&gt;Cranium Rats&lt;/a&gt; I accepted and told him I don&#039;t care about it!

Also, I believe primacy of rules everywhere. Interaction and Story also need to be set down in rules. I grow sick and tired of games that rely on Consensus and Sociality for you to do what they should be doing. The game doesn&#039;t do these things, the group does.

Last, I don&#039;t deal with &quot;How&quot; exactly, I post little ideas and thought-teasers. I make you think about Constraints, I make you think about your social contract, I give you small tidbits, but you can&#039;t really &quot;Define&quot; how-to-do Competitive games, since the possibilities are endless.
I merely point out some points they share and why(Gm-less/GM-full, Scene Setting with Flags, etc.)</description>
		<content:encoded><![CDATA[<p>What do you mean when you say: &#8220;Guy’s got me all the way up to the end on this one&#8221;, that you agree almost fully?</p>
<p>Also, you seem to agree with me but you say you do not, which is odd. You say you need to moderate Competition, I agree, and I think it should be done by rules.<br />
Another thing about the primacy of rules is that I&#8217;m sick of games who are &#8220;Competitive&#8221;, like old-skool D&amp;D. The mechanics don&#8217;t support competition but it was acted as if it were, which created much hang-ups.</p>
<p>I don&#8217;t think Story needs to be creative, but I think it&#8217;s a shared goal of anyone to have a good story. For an example of &#8220;Competitive&#8221; Story look at Capes, but then you have Competitive mechanics which define who can set the Story, yet, you all want a cool story.<br />
Rather incoherent, but that&#8217;s where I got thus far.</p>
<p>You forgot <b>Game</b>. It&#8217;s not &#8220;CSI&#8221; but &#8220;CSI Game&#8221;. Also, to be exact, I never mention &#8220;RPGs&#8221;, so when someone told me there is no Role-play opportunities in <a href="http://craniumrats.pbwiki.com" rel="nofollow">Cranium Rats</a> I accepted and told him I don&#8217;t care about it!</p>
<p>Also, I believe primacy of rules everywhere. Interaction and Story also need to be set down in rules. I grow sick and tired of games that rely on Consensus and Sociality for you to do what they should be doing. The game doesn&#8217;t do these things, the group does.</p>
<p>Last, I don&#8217;t deal with &#8220;How&#8221; exactly, I post little ideas and thought-teasers. I make you think about Constraints, I make you think about your social contract, I give you small tidbits, but you can&#8217;t really &#8220;Define&#8221; how-to-do Competitive games, since the possibilities are endless.<br />
I merely point out some points they share and why(Gm-less/GM-full, Scene Setting with Flags, etc.)</p>
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		<title>Comment on AGE Model &#8211; Predictions &amp; The Six Forces by Some Theory Crapping</title>
		<link>http://elsewares.org/01/#comment-17</link>
		<dc:creator>Some Theory Crapping</dc:creator>
		<pubDate>Fri, 03 Feb 2006 08:18:50 +0000</pubDate>
		<guid isPermaLink="false">http://blog.kumapageworks.org/?p=56#comment-17</guid>
		<description>[...] ;maps&#8221; games by plotting their position within the space formed by the triangle. His next post about it reveals some of the more useful design oriented uses of the theory, all good. Again, I nee [...] </description>
		<content:encoded><![CDATA[<p>[...] ;maps&#8221; games by plotting their position within the space formed by the triangle. His next post about it reveals some of the more useful design oriented uses of the theory, all good. Again, I nee [...]</p>
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		<title>Comment on AGE Model &#8211; Predictions &amp; The Six Forces by Marco</title>
		<link>http://elsewares.org/01/#comment-16</link>
		<dc:creator>Marco</dc:creator>
		<pubDate>Thu, 27 Oct 2005 19:38:15 +0000</pubDate>
		<guid isPermaLink="false">http://blog.kumapageworks.org/?p=56#comment-16</guid>
		<description>Okay, this is getting interesting. I&#039;m fleeing a disaster area right now so I&#039;m only now getting to this--and haven&#039;t wrapped my head around it but this looks like it addresses some elements I *do*, indeed, care about (ownership, cohesion, authenticity) in games I play.

Hopefully I&#039;ll have some more feedback for this soon.
-Marco</description>
		<content:encoded><![CDATA[<p>Okay, this is getting interesting. I&#8217;m fleeing a disaster area right now so I&#8217;m only now getting to this&#8211;and haven&#8217;t wrapped my head around it but this looks like it addresses some elements I *do*, indeed, care about (ownership, cohesion, authenticity) in games I play.</p>
<p>Hopefully I&#8217;ll have some more feedback for this soon.<br />
-Marco</p>
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		<title>Comment on How I Didn&#8217;t Write Aria 2nd Edition &#8211; The Path to Elsewhere by Administrator</title>
		<link>http://elsewares.org/aria-2nd-edition/#comment-15</link>
		<dc:creator>Administrator</dc:creator>
		<pubDate>Wed, 12 Oct 2005 08:18:06 +0000</pubDate>
		<guid isPermaLink="false">http://blog.kumapageworks.org/?p=52#comment-15</guid>
		<description>A tangent, maybe, but an important one.  

Getting lost in the minutiae of &lt;i&gt;Chamber&lt;/i&gt; cost me ... a year, maybe two - three?  All of that time, I was convinced that I was &quot;working on my game&quot;.  In fact, I was avoiding working on the actual game by focusing on what, at the time, looked like the ultimate goal - a sort of &#039;mathematical proof of concept&#039; for the game.  As if by reconciling bales of hay and horeshoes, I could prove the larger validity of the game.

It was, and continues to be, a very hard thing to avoid doing - even after I&#039;ve cast off the chains of &lt;i&gt;Chamber&lt;/i&gt;.  The old habits are the hardest to die.</description>
		<content:encoded><![CDATA[<p>A tangent, maybe, but an important one.  </p>
<p>Getting lost in the minutiae of <i>Chamber</i> cost me &#8230; a year, maybe two &#8211; three?  All of that time, I was convinced that I was &#8220;working on my game&#8221;.  In fact, I was avoiding working on the actual game by focusing on what, at the time, looked like the ultimate goal &#8211; a sort of &#8216;mathematical proof of concept&#8217; for the game.  As if by reconciling bales of hay and horeshoes, I could prove the larger validity of the game.</p>
<p>It was, and continues to be, a very hard thing to avoid doing &#8211; even after I&#8217;ve cast off the chains of <i>Chamber</i>.  The old habits are the hardest to die.</p>
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		<title>Comment on How I Didn&#8217;t Write Aria 2nd Edition &#8211; The Path to Elsewhere by Patrick Y.</title>
		<link>http://elsewares.org/aria-2nd-edition/#comment-14</link>
		<dc:creator>Patrick Y.</dc:creator>
		<pubDate>Wed, 12 Oct 2005 05:09:53 +0000</pubDate>
		<guid isPermaLink="false">http://blog.kumapageworks.org/?p=52#comment-14</guid>
		<description>Interesting, and the last paragraph clicks with something I often think about it relation to game design.

To whit: designers (including myself) often use minutia as a way of reassuring themselves  that they aren&#039;t falling prey to &quot;The Big Empty&quot; (tm).

The Big Empty, of course, being the game that&#039;s about something, and yet contains no content.  

Mechanics are a big, solid something. Mechanics are a blunt object of content. You can point at mechanics and say &quot;Look, I created content.&quot;  

And it&#039;s easy to create bushels of content about minor things. Equipment, stats, derived stats, skills, derived skills, the list goes on and on. 

It&#039;s harder to point at big picture stuff and say &quot;That&#039;s content.&quot; Or, rather, it&#039;s hard to convince the vocal online rpg audience that it&#039;s content. 

There&#039;s a level where online rpg folk tend to poo-poo anything that isn&#039;t raw math as &quot;fluff&quot;, and dismiss it as the stuff of would be novelists who don&#039;t understand what gamers really want.

So rules that are broad in scope - as high level rules must be - take on the stigma of being The Big Empty, and the minutia, which is often unimportant and superfluous to the point of the game, becomes the justification crutch. 

...I think I&#039;ve just gone off on an unrelated tangent. Sorry. 

Patrick Y. </description>
		<content:encoded><![CDATA[<p>Interesting, and the last paragraph clicks with something I often think about it relation to game design.</p>
<p>To whit: designers (including myself) often use minutia as a way of reassuring themselves  that they aren&#8217;t falling prey to &#8220;The Big Empty&#8221; &#8482;.</p>
<p>The Big Empty, of course, being the game that&#8217;s about something, and yet contains no content.  </p>
<p>Mechanics are a big, solid something. Mechanics are a blunt object of content. You can point at mechanics and say &#8220;Look, I created content.&#8221;  </p>
<p>And it&#8217;s easy to create bushels of content about minor things. Equipment, stats, derived stats, skills, derived skills, the list goes on and on. </p>
<p>It&#8217;s harder to point at big picture stuff and say &#8220;That&#8217;s content.&#8221; Or, rather, it&#8217;s hard to convince the vocal online rpg audience that it&#8217;s content. </p>
<p>There&#8217;s a level where online rpg folk tend to poo-poo anything that isn&#8217;t raw math as &#8220;fluff&#8221;, and dismiss it as the stuff of would be novelists who don&#8217;t understand what gamers really want.</p>
<p>So rules that are broad in scope &#8211; as high level rules must be &#8211; take on the stigma of being The Big Empty, and the minutia, which is often unimportant and superfluous to the point of the game, becomes the justification crutch. </p>
<p>&#8230;I think I&#8217;ve just gone off on an unrelated tangent. Sorry. </p>
<p>Patrick Y.</p>
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		<title>Comment on Narrativism, Part II &#8211; It&#8217;s not magic, but it&#8217;s not narrative, either. by ewilen</title>
		<link>http://elsewares.org/narrativism-part-ii-its-not-magic-but-its-not-narrative-either/#comment-13</link>
		<dc:creator>ewilen</dc:creator>
		<pubDate>Sun, 09 Oct 2005 10:06:09 +0000</pubDate>
		<guid isPermaLink="false">http://blog.kumapageworks.org/?p=51#comment-13</guid>
		<description>Oh, I should add that &quot;worrying about theme&quot; isn&#039;t necessary for Nar. All you have to do is have a group that&#039;s getting its kicks, on some level, conscious or unconscious, out of creating theme.

That&#039;s Nar, in descriptive terms, which is also why &quot;style of play&quot; may not be a very good way of teaching what the term means.</description>
		<content:encoded><![CDATA[<p>Oh, I should add that &#8220;worrying about theme&#8221; isn&#8217;t necessary for Nar. All you have to do is have a group that&#8217;s getting its kicks, on some level, conscious or unconscious, out of creating theme.</p>
<p>That&#8217;s Nar, in descriptive terms, which is also why &#8220;style of play&#8221; may not be a very good way of teaching what the term means.</p>
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		<title>Comment on Narrativism, Part II &#8211; It&#8217;s not magic, but it&#8217;s not narrative, either. by ewilen</title>
		<link>http://elsewares.org/narrativism-part-ii-its-not-magic-but-its-not-narrative-either/#comment-12</link>
		<dc:creator>ewilen</dc:creator>
		<pubDate>Sun, 09 Oct 2005 09:57:48 +0000</pubDate>
		<guid isPermaLink="false">http://blog.kumapageworks.org/?p=51#comment-12</guid>
		<description>If Bankuei&#039;s reacting to your blog, I think you should just look at the last sentence and consider how much you can learn from a teacher who finishes his lesson with &quot;shut up&quot;. But maybe it&#039;s just a cry of frustration directed at the choir. Who knows. By now he ought to have given up on trying to convert people &lt;a href=&quot;http://bankuei.blogspot.com/2005/08/whole-new-hobby.html&quot; rel=&quot;nofollow&quot;&gt;if this post is any indication&lt;/a&gt;.

Substantively, his Nar 101 leaves out the important fact that orthodox Forge theory wouldn&#039;t classify an instance of play as Narrativism if the GM is the one creating theme (addressing Premise) while the players merely play along, passively appreciating the story being presented. Why that is gets you into issues of Coherence and the problematic assignment of certain types of story-oriented play into Simulationism.</description>
		<content:encoded><![CDATA[<p>If Bankuei&#8217;s reacting to your blog, I think you should just look at the last sentence and consider how much you can learn from a teacher who finishes his lesson with &#8220;shut up&#8221;. But maybe it&#8217;s just a cry of frustration directed at the choir. Who knows. By now he ought to have given up on trying to convert people <a href="http://bankuei.blogspot.com/2005/08/whole-new-hobby.html" rel="nofollow">if this post is any indication</a>.</p>
<p>Substantively, his Nar 101 leaves out the important fact that orthodox Forge theory wouldn&#8217;t classify an instance of play as Narrativism if the GM is the one creating theme (addressing Premise) while the players merely play along, passively appreciating the story being presented. Why that is gets you into issues of Coherence and the problematic assignment of certain types of story-oriented play into Simulationism.</p>
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		<title>Comment on Narrativism, Part II &#8211; It&#8217;s not magic, but it&#8217;s not narrative, either. by Judd</title>
		<link>http://elsewares.org/narrativism-part-ii-its-not-magic-but-its-not-narrative-either/#comment-11</link>
		<dc:creator>Judd</dc:creator>
		<pubDate>Sat, 08 Oct 2005 15:05:03 +0000</pubDate>
		<guid isPermaLink="false">http://blog.kumapageworks.org/?p=51#comment-11</guid>
		<description>There is a Narrativism 101.  It is here:

http://www.indie-rpgs.com/_articles/narr_essay.html

I don&#039;t think he was complaining about the game&#039;s initial definition but how it is misused by gamers who have a passing knowledge of the Forge and don&#039;t really know what it means.

I adore the Forge and its games but GNS leaves me pretty cold.</description>
		<content:encoded><![CDATA[<p>There is a Narrativism 101.  It is here:</p>
<p><a href="http://www.indie-rpgs.com/_articles/narr_essay.html" rel="nofollow">http://www.indie-rpgs.com/_articles/narr_essay.html</a></p>
<p>I don&#8217;t think he was complaining about the game&#8217;s initial definition but how it is misused by gamers who have a passing knowledge of the Forge and don&#8217;t really know what it means.</p>
<p>I adore the Forge and its games but GNS leaves me pretty cold.</p>
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		<title>Comment on Meaning following mechanics. by Administrator</title>
		<link>http://elsewares.org/meaning-following-mechanics/#comment-10</link>
		<dc:creator>Administrator</dc:creator>
		<pubDate>Thu, 06 Oct 2005 13:40:13 +0000</pubDate>
		<guid isPermaLink="false">http://blog.kumapageworks.org/?p=43#comment-10</guid>
		<description>Actually, I&#039;d factor in level (in d20) as the voice of experience.  Intelligence could be used for things like party leadership - where a character is shouting out orders (or strategizing beforehand) for the other characters to follow - something that d20 has no counterpart to.  The actual combatants would receive a modest (+1-2?) if they follow the strategy.  I&#039;m also thinking maybe there could be a bonus for called shots (more likely it&#039;d be DEX, though), or maybe remembering weaknesses in a given species of monster, or humanoid battle tactics.

Hm.  I may just need to write this all out.  Seems like there&#039;s a d20 alternate handbook in the making.</description>
		<content:encoded><![CDATA[<p>Actually, I&#8217;d factor in level (in d20) as the voice of experience.  Intelligence could be used for things like party leadership &#8211; where a character is shouting out orders (or strategizing beforehand) for the other characters to follow &#8211; something that d20 has no counterpart to.  The actual combatants would receive a modest (+1-2?) if they follow the strategy.  I&#8217;m also thinking maybe there could be a bonus for called shots (more likely it&#8217;d be DEX, though), or maybe remembering weaknesses in a given species of monster, or humanoid battle tactics.</p>
<p>Hm.  I may just need to write this all out.  Seems like there&#8217;s a d20 alternate handbook in the making.</p>
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