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	<title>Comments for Hamsterprophecy: Prevision</title>
	<atom:link href="http://hamsterprophet.wordpress.com/comments/feed/" rel="self" type="application/rss+xml" />
	<link>http://hamsterprophet.wordpress.com</link>
	<description>It's All About Pen, Paper and People.</description>
	<pubDate>Tue, 13 May 2008 15:34:59 +0000</pubDate>
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		<title>Comment on Moments In Annalise by hamsterprophet</title>
		<link>http://hamsterprophet.wordpress.com/2008/04/27/moments-in-annalise/#comment-6284</link>
		<dc:creator>hamsterprophet</dc:creator>
		<pubDate>Tue, 13 May 2008 03:03:24 +0000</pubDate>
		<guid isPermaLink="false">http://hamsterprophet.wordpress.com/?p=303#comment-6284</guid>
		<description>Thanks Michael! I'm definitly inspired by both those sources. With strong doses of Otherkind.

I think I'm calling on elements of every game I've played in the past two years, in some measure, for Annalise. Which is cool feeling.</description>
		<content:encoded><![CDATA[<p>Thanks Michael! I&#8217;m definitly inspired by both those sources. With strong doses of Otherkind.</p>
<p>I think I&#8217;m calling on elements of every game I&#8217;ve played in the past two years, in some measure, for Annalise. Which is cool feeling.</p>
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		<title>Comment on Moments In Annalise by Michael S. Miller</title>
		<link>http://hamsterprophet.wordpress.com/2008/04/27/moments-in-annalise/#comment-6261</link>
		<dc:creator>Michael S. Miller</dc:creator>
		<pubDate>Tue, 06 May 2008 22:18:14 +0000</pubDate>
		<guid isPermaLink="false">http://hamsterprophet.wordpress.com/?p=303#comment-6261</guid>
		<description>That is an excellent-looking play aid, Nathan. Looks like a cross between With Great Power's Synopsis Sheet and InSpectres dice mechanics. Nifty!</description>
		<content:encoded><![CDATA[<p>That is an excellent-looking play aid, Nathan. Looks like a cross between With Great Power&#8217;s Synopsis Sheet and InSpectres dice mechanics. Nifty!</p>
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		<title>Comment on Well? Did You? by Pretentious Fool</title>
		<link>http://hamsterprophet.wordpress.com/2008/04/12/well-did-you/#comment-6196</link>
		<dc:creator>Pretentious Fool</dc:creator>
		<pubDate>Thu, 17 Apr 2008 07:52:27 +0000</pubDate>
		<guid isPermaLink="false">http://hamsterprophet.wordpress.com/?p=301#comment-6196</guid>
		<description>I did actually see the bear. Mainly because, I suspected this was that sort of test. So, I watched for the bear and ignored the passing. Playing the game is easy, when you cheat. ;-)</description>
		<content:encoded><![CDATA[<p>I did actually see the bear. Mainly because, I suspected this was that sort of test. So, I watched for the bear and ignored the passing. Playing the game is easy, when you cheat. <img src='http://s.wordpress.com/wp-includes/images/smilies/icon_wink.gif' alt=';-)' class='wp-smiley' /></p>
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		<title>Comment on Well? Did You? by Ron Edwards</title>
		<link>http://hamsterprophet.wordpress.com/2008/04/12/well-did-you/#comment-6190</link>
		<dc:creator>Ron Edwards</dc:creator>
		<pubDate>Mon, 14 Apr 2008 03:43:56 +0000</pubDate>
		<guid isPermaLink="false">http://hamsterprophet.wordpress.com/?p=301#comment-6190</guid>
		<description>Fuck me hard, I didn't even see it during the second half!! I had to watch the whole thing over again, and yeah, me too, double-checking to see that it hadn't been added.</description>
		<content:encoded><![CDATA[<p>Fuck me hard, I didn&#8217;t even see it during the second half!! I had to watch the whole thing over again, and yeah, me too, double-checking to see that it hadn&#8217;t been added.</p>
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		<title>Comment on Well? Did You? by hamsterprophet</title>
		<link>http://hamsterprophet.wordpress.com/2008/04/12/well-did-you/#comment-6187</link>
		<dc:creator>hamsterprophet</dc:creator>
		<pubDate>Sun, 13 Apr 2008 20:31:03 +0000</pubDate>
		<guid isPermaLink="false">http://hamsterprophet.wordpress.com/?p=301#comment-6187</guid>
		<description>I was so sure that the second repetition had added the bear, then I watched it again from the beginning. Holy crap! I was so easy to misdirect.

This is how magic works.</description>
		<content:encoded><![CDATA[<p>I was so sure that the second repetition had added the bear, then I watched it again from the beginning. Holy crap! I was so easy to misdirect.</p>
<p>This is how magic works.</p>
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		<title>Comment on Well? Did You? by Guy Shalev</title>
		<link>http://hamsterprophet.wordpress.com/2008/04/12/well-did-you/#comment-6180</link>
		<dc:creator>Guy Shalev</dc:creator>
		<pubDate>Sat, 12 Apr 2008 20:45:01 +0000</pubDate>
		<guid isPermaLink="false">http://hamsterprophet.wordpress.com/?p=301#comment-6180</guid>
		<description>I didn't :(</description>
		<content:encoded><![CDATA[<p>I didn&#8217;t <img src='http://s.wordpress.com/wp-includes/images/smilies/icon_sad.gif' alt=':(' class='wp-smiley' /></p>
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		<title>Comment on Character Effectiveness by Mike</title>
		<link>http://hamsterprophet.wordpress.com/2008/04/04/character-effectiveness/#comment-6163</link>
		<dc:creator>Mike</dc:creator>
		<pubDate>Tue, 08 Apr 2008 19:37:48 +0000</pubDate>
		<guid isPermaLink="false">http://hamsterprophet.wordpress.com/?p=300#comment-6163</guid>
		<description>One thing you may want to consider is understanding the "nature" of the game. D&#38;D can get away with "If HP goes to zero, you're out" because the game world has a constant and available system for resurrection, another thing brought from it's wargaming roots.

But most games outside of the high fantasy genre tend not to have this mechanic openly available, yet they keep the "Zero you're out" rule. Perhaps going zero takes you out of the conflict and you won't get to do much. The GM could take the player aside and ask him what he might like in this instance... does he want to do something that may kill him but could save everyone? Sit there? Hide? Get knocked out? A guy who just got his leg removed is pretty much out of a fight as much as the guy who got gut shot, although the fellow without a leg may have a better shot of surviving.

The frustration is that while a couple die rolls are impartial to anyone rolling them, character death is the one thing that can't be rectified later or a future challenge to later conquer, unlike losing an arm or a certain skill. I think that needs to change as the losing of the character should be up to the player and the GM together, with the dice strictly "suggesting" a strong change needs to happen. 

A hand removal can be fixed later on and that skill might have to require special training to get it back, giving him some sort of new understanding.</description>
		<content:encoded><![CDATA[<p>One thing you may want to consider is understanding the &#8220;nature&#8221; of the game. D&amp;D can get away with &#8220;If HP goes to zero, you&#8217;re out&#8221; because the game world has a constant and available system for resurrection, another thing brought from it&#8217;s wargaming roots.</p>
<p>But most games outside of the high fantasy genre tend not to have this mechanic openly available, yet they keep the &#8220;Zero you&#8217;re out&#8221; rule. Perhaps going zero takes you out of the conflict and you won&#8217;t get to do much. The GM could take the player aside and ask him what he might like in this instance&#8230; does he want to do something that may kill him but could save everyone? Sit there? Hide? Get knocked out? A guy who just got his leg removed is pretty much out of a fight as much as the guy who got gut shot, although the fellow without a leg may have a better shot of surviving.</p>
<p>The frustration is that while a couple die rolls are impartial to anyone rolling them, character death is the one thing that can&#8217;t be rectified later or a future challenge to later conquer, unlike losing an arm or a certain skill. I think that needs to change as the losing of the character should be up to the player and the GM together, with the dice strictly &#8220;suggesting&#8221; a strong change needs to happen. </p>
<p>A hand removal can be fixed later on and that skill might have to require special training to get it back, giving him some sort of new understanding.</p>
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		<title>Comment on Character Effectiveness by Elizabeth</title>
		<link>http://hamsterprophet.wordpress.com/2008/04/04/character-effectiveness/#comment-6162</link>
		<dc:creator>Elizabeth</dc:creator>
		<pubDate>Tue, 08 Apr 2008 17:19:51 +0000</pubDate>
		<guid isPermaLink="false">http://hamsterprophet.wordpress.com/?p=300#comment-6162</guid>
		<description>I played a game of Kindred of the East once, sort of. There's this really interesting mechanic in KotE where when something happens that is significant, you roll on an "Auspicious Occasion" chart. You can get lots of cool things from it, IIRC, and there's a brief list of Auspicious Occasions (the first time you enter the Forbidden City, for example), but you can always ask the ST if something that's happening counts as an Occasion, and they can always declare something one. It's a very cool rule, and one I'd like to steal and dismantle for.. something, in the future.

If you botch an Auspicious Occasion roll, you get sent back to hell and have to make a new character, or wait a hundred years to be retrained or something like that. The beginning of our game involved being summoned to the Forbidden City. I botched. I "made" a new character exactly like my previous character, got summoned to the City, and botched again.
 
Then I made lunch for the guys and stopped playing.

***

I'm not sure how the threat of that is supposed to make the game more fun. I'm a big fan of rules that prevent awesome things from happening AS LONG AS the alternative is something else awesome. I think that's the big point of the stakes thing in Mortal Coil; I'm weird in that I want to work for my fun, or at least, work for my achievements. I don't want everything I think is cool to just happen, because it's easy to think of things which are cool, right? Isn't there some kind of rule or principle or other thingy which talks about how the fiction needs to be able to go in unexpected ways?

I think if the players are too effective, you lose some of that. But completely castrating the players doesn't do anyone any good, either. Maybe there's a way for players to become effective in a different &lt;em&gt;area&lt;/em&gt; than their characters, when character effectiveness is limited? Because players should totally be able to participate fully, even when it makes sense for their characters to have limited potency.</description>
		<content:encoded><![CDATA[<p>I played a game of Kindred of the East once, sort of. There&#8217;s this really interesting mechanic in KotE where when something happens that is significant, you roll on an &#8220;Auspicious Occasion&#8221; chart. You can get lots of cool things from it, IIRC, and there&#8217;s a brief list of Auspicious Occasions (the first time you enter the Forbidden City, for example), but you can always ask the ST if something that&#8217;s happening counts as an Occasion, and they can always declare something one. It&#8217;s a very cool rule, and one I&#8217;d like to steal and dismantle for.. something, in the future.</p>
<p>If you botch an Auspicious Occasion roll, you get sent back to hell and have to make a new character, or wait a hundred years to be retrained or something like that. The beginning of our game involved being summoned to the Forbidden City. I botched. I &#8220;made&#8221; a new character exactly like my previous character, got summoned to the City, and botched again.</p>
<p>Then I made lunch for the guys and stopped playing.</p>
<p>***</p>
<p>I&#8217;m not sure how the threat of that is supposed to make the game more fun. I&#8217;m a big fan of rules that prevent awesome things from happening AS LONG AS the alternative is something else awesome. I think that&#8217;s the big point of the stakes thing in Mortal Coil; I&#8217;m weird in that I want to work for my fun, or at least, work for my achievements. I don&#8217;t want everything I think is cool to just happen, because it&#8217;s easy to think of things which are cool, right? Isn&#8217;t there some kind of rule or principle or other thingy which talks about how the fiction needs to be able to go in unexpected ways?</p>
<p>I think if the players are too effective, you lose some of that. But completely castrating the players doesn&#8217;t do anyone any good, either. Maybe there&#8217;s a way for players to become effective in a different <em>area</em> than their characters, when character effectiveness is limited? Because players should totally be able to participate fully, even when it makes sense for their characters to have limited potency.</p>
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		<title>Comment on Character Effectiveness by Troy_Costisick</title>
		<link>http://hamsterprophet.wordpress.com/2008/04/04/character-effectiveness/#comment-6159</link>
		<dc:creator>Troy_Costisick</dc:creator>
		<pubDate>Mon, 07 Apr 2008 14:03:23 +0000</pubDate>
		<guid isPermaLink="false">http://hamsterprophet.wordpress.com/?p=300#comment-6159</guid>
		<description>&lt;i&gt;"why should you have to stop effecting the fiction because your character dies?"&lt;/i&gt;

The quick answer is, "There is no reason why you &lt;b&gt;should&lt;/b&gt; stop effecting the fiction after your character dies."  The reason most players' experience with character death works this way is because the kinds of games that allow you to continue affecting the fiction after death haven't been written yet.  This is an excellent design track to tackel, IMO.  It would involve a lot of creative solutions to allow death to be a gateway into sustained fiction control.  Your post is very well thought out, Nathan.  I enjoyed reading it. :)

Peace,

-Troy</description>
		<content:encoded><![CDATA[<p><i>&#8220;why should you have to stop effecting the fiction because your character dies?&#8221;</i></p>
<p>The quick answer is, &#8220;There is no reason why you <b>should</b> stop effecting the fiction after your character dies.&#8221;  The reason most players&#8217; experience with character death works this way is because the kinds of games that allow you to continue affecting the fiction after death haven&#8217;t been written yet.  This is an excellent design track to tackel, IMO.  It would involve a lot of creative solutions to allow death to be a gateway into sustained fiction control.  Your post is very well thought out, Nathan.  I enjoyed reading it. <img src='http://s.wordpress.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Peace,</p>
<p>-Troy</p>
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		<title>Comment on Character Effectiveness by Nathan P.</title>
		<link>http://hamsterprophet.wordpress.com/2008/04/04/character-effectiveness/#comment-6158</link>
		<dc:creator>Nathan P.</dc:creator>
		<pubDate>Mon, 07 Apr 2008 13:49:49 +0000</pubDate>
		<guid isPermaLink="false">http://hamsterprophet.wordpress.com/?p=300#comment-6158</guid>
		<description>Hey Ewen,

Thats another good point. Fights, in most fiction, are NEVER about whether the protagonist is going to die. Sometimes if there's a cast of protagonists, one of them might be at risk (here I'm thinking of the first episode of Firefly, for example). A fight might be about whether you finally cap an enemy, but as long as there's still pages left in the book (or minutes in the movie), it is the rare piece of fiction that kills off the protagonists before the end.

This whole "the protagonists are always potentially about to die" is something pretty unique to RPGs, in my experience.</description>
		<content:encoded><![CDATA[<p>Hey Ewen,</p>
<p>Thats another good point. Fights, in most fiction, are NEVER about whether the protagonist is going to die. Sometimes if there&#8217;s a cast of protagonists, one of them might be at risk (here I&#8217;m thinking of the first episode of Firefly, for example). A fight might be about whether you finally cap an enemy, but as long as there&#8217;s still pages left in the book (or minutes in the movie), it is the rare piece of fiction that kills off the protagonists before the end.</p>
<p>This whole &#8220;the protagonists are always potentially about to die&#8221; is something pretty unique to RPGs, in my experience.</p>
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