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	<title>Comments for ars ludi</title>
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	<link>http://arsludi.lamemage.com</link>
	<description>art of the game, roleplaying game theory from the brain of ben robbins</description>
	<lastBuildDate>Fri, 12 Mar 2010 20:56:00 -0800</lastBuildDate>
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		<title>Comment on Situations not Plots by Krodar</title>
		<link>http://arsludi.lamemage.com/index.php/49/situations-not-plots/comment-page-1/#comment-19226</link>
		<dc:creator>Krodar</dc:creator>
		<pubDate>Fri, 12 Mar 2010 20:56:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.lamemage.com/proto/wordpress/?p=49#comment-19226</guid>
		<description>I have to agree with Milander, there shouldn&#039;t be an distinction between the two; if the plot gives the players relevant situtations to play.  I am due to start a Battletech/Mechwarrior game, the plot came first; then the &#039;situtations&#039; that will lead up to the plot ending.  If, as you say the players end up &#039;flailing around, looking for the plot&#039;; that is the fault of the GM for not allowing the players opportunites to find the clues.

Frankly, having a situation game as you describe it, would be one long string of mini adventures each session.  Might as well do a dungeon crawl and be done with it.</description>
		<content:encoded><![CDATA[<p>I have to agree with Milander, there shouldn&#8217;t be an distinction between the two; if the plot gives the players relevant situtations to play.  I am due to start a Battletech/Mechwarrior game, the plot came first; then the &#8217;situtations&#8217; that will lead up to the plot ending.  If, as you say the players end up &#8216;flailing around, looking for the plot&#8217;; that is the fault of the GM for not allowing the players opportunites to find the clues.</p>
<p>Frankly, having a situation game as you describe it, would be one long string of mini adventures each session.  Might as well do a dungeon crawl and be done with it.</p>
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		<title>Comment on The Past is Never Closed, and other data storage problems by lame mage &#187; Playtest Update: Wider Events</title>
		<link>http://arsludi.lamemage.com/index.php/121/the-past-is-never-closed-and-other-data-storage-problems/comment-page-1/#comment-19225</link>
		<dc:creator>lame mage &#187; Playtest Update: Wider Events</dc:creator>
		<pubDate>Wed, 10 Mar 2010 17:25:07 +0000</pubDate>
		<guid isPermaLink="false">http://arsludi.lamemage.com/?p=121#comment-19225</guid>
		<description>[...] would just blank. Information overload. In your mind you still had a picture of what happened, but the cards were not helping, at least not at a glance. This never happened in short games, but if you kept coming back to a [...]</description>
		<content:encoded><![CDATA[<p>[...] would just blank. Information overload. In your mind you still had a picture of what happened, but the cards were not helping, at least not at a glance. This never happened in short games, but if you kept coming back to a [...]</p>
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		<title>Comment on Plot vs Premise: Running Crime Games by Widukind</title>
		<link>http://arsludi.lamemage.com/index.php/67/plot-vs-premise-running-crime-games/comment-page-1/#comment-19221</link>
		<dc:creator>Widukind</dc:creator>
		<pubDate>Sun, 07 Mar 2010 06:26:01 +0000</pubDate>
		<guid isPermaLink="false">http://arsludi.lamemage.com/index.php/67/plot-vs-premise-running-crime-games/#comment-19221</guid>
		<description>Very interesting comments.

It calls to mind the difference between &quot;story&quot; and &quot;plot.&quot; Story is, &quot;this happened, then this happened, then this happened,&quot; a chronological sequencing, while plot shows causality for why events happened.

It&#039;s interesting and relevant, because as GMs/adventure designers, we often think in terms of &quot;plot&quot; and are tempted to force a party along our plotted course. But really, it all depends on what they do--the A then B then C--and how their actions interact with NPC actions, etc. So it&#039;s really story that occurs, not plot, in a gaming session, if this occurs.

And thus it&#039;s more like life than a novel; in a novel, the ending has already been written; the author has predetermined it, whereas while we live our lives now, we don&#039;t know what is going to happen. We can only see &quot;plot&quot; or causality after the fact, when our minds try to make sense of events.</description>
		<content:encoded><![CDATA[<p>Very interesting comments.</p>
<p>It calls to mind the difference between &#8220;story&#8221; and &#8220;plot.&#8221; Story is, &#8220;this happened, then this happened, then this happened,&#8221; a chronological sequencing, while plot shows causality for why events happened.</p>
<p>It&#8217;s interesting and relevant, because as GMs/adventure designers, we often think in terms of &#8220;plot&#8221; and are tempted to force a party along our plotted course. But really, it all depends on what they do&#8211;the A then B then C&#8211;and how their actions interact with NPC actions, etc. So it&#8217;s really story that occurs, not plot, in a gaming session, if this occurs.</p>
<p>And thus it&#8217;s more like life than a novel; in a novel, the ending has already been written; the author has predetermined it, whereas while we live our lives now, we don&#8217;t know what is going to happen. We can only see &#8220;plot&#8221; or causality after the fact, when our minds try to make sense of events.</p>
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		<title>Comment on Don&#8217;t Roll, Think by Widukind</title>
		<link>http://arsludi.lamemage.com/index.php/70/dont-roll-think/comment-page-2/#comment-19220</link>
		<dc:creator>Widukind</dc:creator>
		<pubDate>Sun, 07 Mar 2010 06:07:07 +0000</pubDate>
		<guid isPermaLink="false">http://arsludi.lamemage.com/index.php/70/dont-roll-think/#comment-19220</guid>
		<description>You&#039;re dead on. I think it&#039;s nothing about &quot;yea old school!&quot; or the current state of rules-happy games. It&#039;s probably about what constitutes &quot;game.&quot; If you&#039;ve been raised by computer games, you want a roll of the dice, or random number generator, to determine your fate. Well, as a DM I&#039;m not a computer, so I don&#039;t have the inclination to do that. I&#039;d much rather tune into the player&#039;s personality and work with that to see what he or she sees.

I think the idea of giving a brief but tantalizing description of a room or scene, and then letting the players &quot;bite&quot; on the description, is the way to go. When I DM, I expect activity, not passivity, on the players&#039; part. Once their attention and interest latch onto something in a description, they get into the game. Rolling dice, for the most part, cannot do that; that&#039;s about as personal as a game of craps in your local casino.

It is a social game. If the player isn&#039;t a genius but his PC is, then there&#039;s game mechanics or your judgement as a DM to make him spot something that only a genius would.</description>
		<content:encoded><![CDATA[<p>You&#8217;re dead on. I think it&#8217;s nothing about &#8220;yea old school!&#8221; or the current state of rules-happy games. It&#8217;s probably about what constitutes &#8220;game.&#8221; If you&#8217;ve been raised by computer games, you want a roll of the dice, or random number generator, to determine your fate. Well, as a DM I&#8217;m not a computer, so I don&#8217;t have the inclination to do that. I&#8217;d much rather tune into the player&#8217;s personality and work with that to see what he or she sees.</p>
<p>I think the idea of giving a brief but tantalizing description of a room or scene, and then letting the players &#8220;bite&#8221; on the description, is the way to go. When I DM, I expect activity, not passivity, on the players&#8217; part. Once their attention and interest latch onto something in a description, they get into the game. Rolling dice, for the most part, cannot do that; that&#8217;s about as personal as a game of craps in your local casino.</p>
<p>It is a social game. If the player isn&#8217;t a genius but his PC is, then there&#8217;s game mechanics or your judgement as a DM to make him spot something that only a genius would.</p>
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		<title>Comment on Braunstein Memories by D&#38;D Was A Wargame: I Do Not Think It Means What You Think It Means &#171; The Mule Abides</title>
		<link>http://arsludi.lamemage.com/index.php/106/braunstein-memories/comment-page-1/#comment-19217</link>
		<dc:creator>D&#38;D Was A Wargame: I Do Not Think It Means What You Think It Means &#171; The Mule Abides</dc:creator>
		<pubDate>Fri, 05 Mar 2010 16:09:01 +0000</pubDate>
		<guid isPermaLink="false">http://arsludi.lamemage.com/?p=106#comment-19217</guid>
		<description>[...] he used was adapted in part from the Chainmail wargame, the essential gameplay grew out of the Braunstein wargames refereed by David Wesely and, later, by Dave Arneson. Here&#8217;s how a participant in the 2008 [...]</description>
		<content:encoded><![CDATA[<p>[...] he used was adapted in part from the Chainmail wargame, the essential gameplay grew out of the Braunstein wargames refereed by David Wesely and, later, by Dave Arneson. Here&#8217;s how a participant in the 2008 [...]</p>
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		<title>Comment on Character Monologue: Tell Us What It&#8217;s Like To Be You by Fudgerylog &#8250; Soliloquize Now!</title>
		<link>http://arsludi.lamemage.com/index.php/128/character-monologue-tell-us-what-its-like-to-be-you/comment-page-1/#comment-19214</link>
		<dc:creator>Fudgerylog &#8250; Soliloquize Now!</dc:creator>
		<pubDate>Sun, 28 Feb 2010 19:29:02 +0000</pubDate>
		<guid isPermaLink="false">http://arsludi.lamemage.com/?p=128#comment-19214</guid>
		<description>[...] is an excellent article at ars ludi on the subject of character development: Character Monologue: Tell Us What It&#8217;s Like to Be You. It is a simple little exercise that I think could profoundly improve the role-playing experience.  [...]</description>
		<content:encoded><![CDATA[<p>[...] is an excellent article at ars ludi on the subject of character development: Character Monologue: Tell Us What It&#8217;s Like to Be You. It is a simple little exercise that I think could profoundly improve the role-playing experience.  [...]</p>
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		<title>Comment on Character Monologue: Tell Us What It&#8217;s Like To Be You by Just Talking: Communicating Your Character &#171; The Mule Abides</title>
		<link>http://arsludi.lamemage.com/index.php/128/character-monologue-tell-us-what-its-like-to-be-you/comment-page-1/#comment-19212</link>
		<dc:creator>Just Talking: Communicating Your Character &#171; The Mule Abides</dc:creator>
		<pubDate>Fri, 26 Feb 2010 17:18:47 +0000</pubDate>
		<guid isPermaLink="false">http://arsludi.lamemage.com/?p=128#comment-19212</guid>
		<description>[...] at Ars Ludi, Ben Robbins brings up some interesting points about sharing one&#8217;s character&#8217;s point of [...]</description>
		<content:encoded><![CDATA[<p>[...] at Ars Ludi, Ben Robbins brings up some interesting points about sharing one&#8217;s character&#8217;s point of [...]</p>
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		<title>Comment on Initiative: the Silent Killer by David Alastair Hayden</title>
		<link>http://arsludi.lamemage.com/index.php/72/initiative-the-silent-killer/comment-page-2/#comment-19210</link>
		<dc:creator>David Alastair Hayden</dc:creator>
		<pubDate>Thu, 25 Feb 2010 18:40:33 +0000</pubDate>
		<guid isPermaLink="false">http://arsludi.lamemage.com/index.php/72/initiative-the-silent-killer/#comment-19210</guid>
		<description>First off: Great site. Love the articles.

I stopped using individual initiative about 8 years ago and went back to the old side-by-side way, no matter what a game&#039;s rules stipulate. I find this to be a vast improvement in game play, for all the reasons you outlined. I think this is a case where simulationism subverts good game play. (Individual initiatives seem to make the most sense, realistically.)

I&#039;m nearly finished with a design called Red Box Adventures. In it, players each make an initiative roll. Adventurers with initiative get to go before the monsters in the first round. After that, it&#039;s just normal side-by-side with all the player-characters acting together after the monsters&#039; first turn. This keeps the group concept but allows the individuals to feel like they&#039;re empowered. It&#039;s working very well so far.</description>
		<content:encoded><![CDATA[<p>First off: Great site. Love the articles.</p>
<p>I stopped using individual initiative about 8 years ago and went back to the old side-by-side way, no matter what a game&#8217;s rules stipulate. I find this to be a vast improvement in game play, for all the reasons you outlined. I think this is a case where simulationism subverts good game play. (Individual initiatives seem to make the most sense, realistically.)</p>
<p>I&#8217;m nearly finished with a design called Red Box Adventures. In it, players each make an initiative roll. Adventurers with initiative get to go before the monsters in the first round. After that, it&#8217;s just normal side-by-side with all the player-characters acting together after the monsters&#8217; first turn. This keeps the group concept but allows the individuals to feel like they&#8217;re empowered. It&#8217;s working very well so far.</p>
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		<title>Comment on Grand Experiments: West Marches (part 4), Death &amp; Danger by Dredly</title>
		<link>http://arsludi.lamemage.com/index.php/81/grand-experiments-west-marches-part-4-death-danger/comment-page-1/#comment-19208</link>
		<dc:creator>Dredly</dc:creator>
		<pubDate>Tue, 23 Feb 2010 20:57:03 +0000</pubDate>
		<guid isPermaLink="false">http://arsludi.lamemage.com/index.php/81/grand-experiments-west-marches-part-4-death-danger/#comment-19208</guid>
		<description>I&#039;m working on background and details to begin my own &quot;West Marches&quot; style campaign, all the players I&#039;ve told about it are very excited. The only difference is we will be doing it entirely online w/ Skype and MapTools, It should be a blast!

Personally I&#039;d love to see an example or 2 of the tables you used for the encounters, also if the camp is ended the picture of the &quot;real&quot; map vs the &quot;table map&quot; would be really cool as well.

Thanks for an awesome idea</description>
		<content:encoded><![CDATA[<p>I&#8217;m working on background and details to begin my own &#8220;West Marches&#8221; style campaign, all the players I&#8217;ve told about it are very excited. The only difference is we will be doing it entirely online w/ Skype and MapTools, It should be a blast!</p>
<p>Personally I&#8217;d love to see an example or 2 of the tables you used for the encounters, also if the camp is ended the picture of the &#8220;real&#8221; map vs the &#8220;table map&#8221; would be really cool as well.</p>
<p>Thanks for an awesome idea</p>
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		<title>Comment on Initiative: the Silent Killer by Harlequin</title>
		<link>http://arsludi.lamemage.com/index.php/72/initiative-the-silent-killer/comment-page-2/#comment-19191</link>
		<dc:creator>Harlequin</dc:creator>
		<pubDate>Thu, 18 Feb 2010 02:15:29 +0000</pubDate>
		<guid isPermaLink="false">http://arsludi.lamemage.com/index.php/72/initiative-the-silent-killer/#comment-19191</guid>
		<description>By serendipity, I&#039;ve found a way to help keep initiative from becoming &quot;the silent killer.&quot;

The DM was using one of those magnetic combat pads w/dry erase labels to track initiative.  But instead of keeping it behind the screen, he kept it conveniently in view of everyone (standing upright) so that everyone knew whose turn it was and who was &quot;on deck.&quot;  One of the players assumed responsibility for keeping the thing organized and the result was that everyone (instead of staring into space or texting) watched the action, eagerly anticipating their turn to go.  Everything moved along rather nicely.</description>
		<content:encoded><![CDATA[<p>By serendipity, I&#8217;ve found a way to help keep initiative from becoming &#8220;the silent killer.&#8221;</p>
<p>The DM was using one of those magnetic combat pads w/dry erase labels to track initiative.  But instead of keeping it behind the screen, he kept it conveniently in view of everyone (standing upright) so that everyone knew whose turn it was and who was &#8220;on deck.&#8221;  One of the players assumed responsibility for keeping the thing organized and the result was that everyone (instead of staring into space or texting) watched the action, eagerly anticipating their turn to go.  Everything moved along rather nicely.</p>
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		<title>Comment on Initiative: the Silent Killer by djtacoman</title>
		<link>http://arsludi.lamemage.com/index.php/72/initiative-the-silent-killer/comment-page-2/#comment-19189</link>
		<dc:creator>djtacoman</dc:creator>
		<pubDate>Mon, 15 Feb 2010 05:03:28 +0000</pubDate>
		<guid isPermaLink="false">http://arsludi.lamemage.com/index.php/72/initiative-the-silent-killer/#comment-19189</guid>
		<description>This is genius.  I&#039;m going to try this in my game next weekend.</description>
		<content:encoded><![CDATA[<p>This is genius.  I&#8217;m going to try this in my game next weekend.</p>
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		<title>Comment on Grand Experiments: West Marches by Eldrad</title>
		<link>http://arsludi.lamemage.com/index.php/78/grand-experiments-west-marches/comment-page-3/#comment-19187</link>
		<dc:creator>Eldrad</dc:creator>
		<pubDate>Sun, 14 Feb 2010 17:11:03 +0000</pubDate>
		<guid isPermaLink="false">http://arsludi.lamemage.com/index.php/78/grand-experiments-west-marches/#comment-19187</guid>
		<description>HEY! 
Thanks for all the good ideas hope you get another West Marches going in the future!</description>
		<content:encoded><![CDATA[<p>HEY!<br />
Thanks for all the good ideas hope you get another West Marches going in the future!</p>
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