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	<title>Comments for intwischa.com</title>
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	<link>http://intwischa.com</link>
	<description>Celebrating the finer attributes of gaming</description>
	<lastBuildDate>Wed, 16 May 2012 17:18:32 +0000</lastBuildDate>
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		<title>Comment on Useful RPG Blogs, Mechanics, and Mormons (Oh My!): Links for May 8 by Chase</title>
		<link>http://intwischa.com/2012/05/useful-rpg-blogs-mechanics-and-mormons-oh-my-links-for-may-8/#comment-1802</link>
		<dc:creator>Chase</dc:creator>
		<pubDate>Wed, 16 May 2012 17:18:32 +0000</pubDate>
		<guid isPermaLink="false">http://intwischa.com/?p=4158#comment-1802</guid>
		<description>I&#039;ll second Bryan, I&#039;m all for more Content posts.  I think they tend to not be my forte, though.

As for healing through action, I could see a justification for this.  Ever gotten hurt, but been so busy or occupied that you didn&#039;t even notice until later?</description>
		<content:encoded><![CDATA[<p>I&#8217;ll second Bryan, I&#8217;m all for more Content posts.  I think they tend to not be my forte, though.</p>
<p>As for healing through action, I could see a justification for this.  Ever gotten hurt, but been so busy or occupied that you didn&#8217;t even notice until later?</p>
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		<title>Comment on Useful RPG Blogs, Mechanics, and Mormons (Oh My!): Links for May 8 by BryanMD</title>
		<link>http://intwischa.com/2012/05/useful-rpg-blogs-mechanics-and-mormons-oh-my-links-for-may-8/#comment-1800</link>
		<dc:creator>BryanMD</dc:creator>
		<pubDate>Tue, 15 May 2012 16:32:57 +0000</pubDate>
		<guid isPermaLink="false">http://intwischa.com/?p=4158#comment-1800</guid>
		<description>As to your second point, I would be happy to join you in your Game Ready crusade!  We seem to be fighting over it as it is, so I&#039;m all in favor of adding more Game Ready posts to the site!</description>
		<content:encoded><![CDATA[<p>As to your second point, I would be happy to join you in your Game Ready crusade!  We seem to be fighting over it as it is, so I&#8217;m all in favor of adding more Game Ready posts to the site!</p>
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		<title>Comment on The Play&#8217;s the Thing: Teaching Roleplaying Games by Example Instead of Rules by Greg</title>
		<link>http://intwischa.com/2012/05/the-plays-the-thing-teaching-roleplaying-games-by-example-instead-of-rules/#comment-1794</link>
		<dc:creator>Greg</dc:creator>
		<pubDate>Fri, 11 May 2012 18:29:19 +0000</pubDate>
		<guid isPermaLink="false">http://intwischa.com/?p=3999#comment-1794</guid>
		<description>The practice of knowing the ending of the story goes back to the ancient Greeks and beyond. When Sophocles wrote and first performed Oedipus, the crowd gathered knew the story well. They knew how it was going to end but what made Sophocles&#039; version so compelling was his interpretation of the oft told story. When a viewer of Oedipus or a player in a role playing game knows the end then the act telling the story becomes so much more meaningful. It leaves one time to focus on rhetorical elements. Or implement powerful storytelling devices such as foreshadowing or stories within stories.</description>
		<content:encoded><![CDATA[<p>The practice of knowing the ending of the story goes back to the ancient Greeks and beyond. When Sophocles wrote and first performed Oedipus, the crowd gathered knew the story well. They knew how it was going to end but what made Sophocles&#8217; version so compelling was his interpretation of the oft told story. When a viewer of Oedipus or a player in a role playing game knows the end then the act telling the story becomes so much more meaningful. It leaves one time to focus on rhetorical elements. Or implement powerful storytelling devices such as foreshadowing or stories within stories.</p>
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		<title>Comment on Stopping the RPG Cycle of Dysfunction by Mike Karkabe-Olson</title>
		<link>http://intwischa.com/2012/04/stopping-the-rpg-cycle-of-dysfunction/#comment-1781</link>
		<dc:creator>Mike Karkabe-Olson</dc:creator>
		<pubDate>Sun, 06 May 2012 18:57:10 +0000</pubDate>
		<guid isPermaLink="false">http://intwischa.com/?p=3928#comment-1781</guid>
		<description>Interesting article. I do think product overload is the point at which each edition of D&amp;D &quot;jumps the shark.&quot; However, I think it is more of a symptom of what ails the game at that point than an actual cause of it. In a somewhat related topic I would like to invite you and your readers to read &quot;Game Designers Seek the Impossible in D&amp;D NExt,&quot; an article published in my blog at this specific page: http://houserules4dnd.weebly.com/1/post/2012/04/wwwhouserules4dndweeblycom5.html

The article points out that game designers, in order to make an the next edition of D&amp;D more successful and to increase its appeal and longevity, need to focus on finding ways to provide personalized publishing as a way to end to the editions war. Personalized content, if it can be done, I believe, will also help to prevent the &quot;product overload&quot; you are talking about. 

But can personalized publishing even be done? That is the question.</description>
		<content:encoded><![CDATA[<p>Interesting article. I do think product overload is the point at which each edition of D&amp;D &#8220;jumps the shark.&#8221; However, I think it is more of a symptom of what ails the game at that point than an actual cause of it. In a somewhat related topic I would like to invite you and your readers to read &#8220;Game Designers Seek the Impossible in D&amp;D NExt,&#8221; an article published in my blog at this specific page: <a href="http://houserules4dnd.weebly.com/1/post/2012/04/wwwhouserules4dndweeblycom5.html" rel="nofollow">http://houserules4dnd.weebly.com/1/post/2012/04/wwwhouserules4dndweeblycom5.html</a></p>
<p>The article points out that game designers, in order to make an the next edition of D&amp;D more successful and to increase its appeal and longevity, need to focus on finding ways to provide personalized publishing as a way to end to the editions war. Personalized content, if it can be done, I believe, will also help to prevent the &#8220;product overload&#8221; you are talking about. </p>
<p>But can personalized publishing even be done? That is the question.</p>
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		<title>Comment on Stopping the RPG Cycle of Dysfunction by Robert</title>
		<link>http://intwischa.com/2012/04/stopping-the-rpg-cycle-of-dysfunction/#comment-1764</link>
		<dc:creator>Robert</dc:creator>
		<pubDate>Fri, 27 Apr 2012 18:34:23 +0000</pubDate>
		<guid isPermaLink="false">http://intwischa.com/?p=3928#comment-1764</guid>
		<description>Great article Chase.

Teos, I like the idea of pay to play. WotC for example could do something like if you want to play in Encounters, you pay the store and that money goes to continuing Encounters. And the player gets a limited version of the Character Builder for One Encounters character. If they already have DDI, then they can choose some other Reward, perhaps a pdf of an out of print book.</description>
		<content:encoded><![CDATA[<p>Great article Chase.</p>
<p>Teos, I like the idea of pay to play. WotC for example could do something like if you want to play in Encounters, you pay the store and that money goes to continuing Encounters. And the player gets a limited version of the Character Builder for One Encounters character. If they already have DDI, then they can choose some other Reward, perhaps a pdf of an out of print book.</p>
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		<title>Comment on Stopping the RPG Cycle of Dysfunction by Chase</title>
		<link>http://intwischa.com/2012/04/stopping-the-rpg-cycle-of-dysfunction/#comment-1763</link>
		<dc:creator>Chase</dc:creator>
		<pubDate>Fri, 27 Apr 2012 18:02:28 +0000</pubDate>
		<guid isPermaLink="false">http://intwischa.com/?p=3928#comment-1763</guid>
		<description>@pdunwin: I agree, 4e was really robustly designed, overall.  However, I think that also affected the feel of the game.  If 3.5 was a knife, 4e felt to me like safety scissors.  I&#039;m certain D&amp;D will survive, but I wonder if there&#039;s a way to get off (or at least slow) the edition treadmill.

@Alphastream: That&#039;s a good point about spreading the funding load across the gaming group.  Just about every group I&#039;ve ever played in has had people who never buy the game.  I just don&#039;t see a way around it, though, as long as people are willing to share books.  The game companies can&#039;t charge admission to a table top RPG.</description>
		<content:encoded><![CDATA[<p>@pdunwin: I agree, 4e was really robustly designed, overall.  However, I think that also affected the feel of the game.  If 3.5 was a knife, 4e felt to me like safety scissors.  I&#8217;m certain D&#038;D will survive, but I wonder if there&#8217;s a way to get off (or at least slow) the edition treadmill.</p>
<p>@Alphastream: That&#8217;s a good point about spreading the funding load across the gaming group.  Just about every group I&#8217;ve ever played in has had people who never buy the game.  I just don&#8217;t see a way around it, though, as long as people are willing to share books.  The game companies can&#8217;t charge admission to a table top RPG.</p>
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		<title>Comment on Stopping the RPG Cycle of Dysfunction by Alphastream</title>
		<link>http://intwischa.com/2012/04/stopping-the-rpg-cycle-of-dysfunction/#comment-1762</link>
		<dc:creator>Alphastream</dc:creator>
		<pubDate>Fri, 27 Apr 2012 17:25:47 +0000</pubDate>
		<guid isPermaLink="false">http://intwischa.com/?p=3928#comment-1762</guid>
		<description>4E has had the issues, though to a lesser extent. Interrupts, for example, can dominate play because there are so many options for them and they are strong. Magic items extend the power of class builds in ways not anticipated. But, the game scales well. A DM can take simple steps like adding some damage to all monsters and increasing their level by one and it all works... if they know to do that.

Fundamentally, a new model is needed. But I don&#039;t think it is about crowdsourcing. Instead, something must be found to change the nature of one DM owning everything. The game has to work with everyone paying their share and doing so regularly. Gamers that say they like RPGs more than video games should not be paying constantly for video games and not paying anything for RPGs. A possible model is one where the game is not provided in complete form. You get levels 1-x and basic stuff, and you pay more to get more. And yet, you need more feats/powers/etc and pay for them. At the store level, maybe you have to pay to play as gamers do for Magic, but get something in return. This model won&#039;t be about Fortune Cards. It has to be larger.

OR, we accept that this is our hobby and the larger companies need to work harder on branding. They publish traditionally but make their money with the video games, the movies, the T-Shirts, etc. Licensing then covers the shortcomings of the typical RPG model.</description>
		<content:encoded><![CDATA[<p>4E has had the issues, though to a lesser extent. Interrupts, for example, can dominate play because there are so many options for them and they are strong. Magic items extend the power of class builds in ways not anticipated. But, the game scales well. A DM can take simple steps like adding some damage to all monsters and increasing their level by one and it all works&#8230; if they know to do that.</p>
<p>Fundamentally, a new model is needed. But I don&#8217;t think it is about crowdsourcing. Instead, something must be found to change the nature of one DM owning everything. The game has to work with everyone paying their share and doing so regularly. Gamers that say they like RPGs more than video games should not be paying constantly for video games and not paying anything for RPGs. A possible model is one where the game is not provided in complete form. You get levels 1-x and basic stuff, and you pay more to get more. And yet, you need more feats/powers/etc and pay for them. At the store level, maybe you have to pay to play as gamers do for Magic, but get something in return. This model won&#8217;t be about Fortune Cards. It has to be larger.</p>
<p>OR, we accept that this is our hobby and the larger companies need to work harder on branding. They publish traditionally but make their money with the video games, the movies, the T-Shirts, etc. Licensing then covers the shortcomings of the typical RPG model.</p>
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		<title>Comment on Stopping the RPG Cycle of Dysfunction by pdunwin</title>
		<link>http://intwischa.com/2012/04/stopping-the-rpg-cycle-of-dysfunction/#comment-1761</link>
		<dc:creator>pdunwin</dc:creator>
		<pubDate>Fri, 27 Apr 2012 17:03:47 +0000</pubDate>
		<guid isPermaLink="false">http://intwischa.com/?p=3928#comment-1761</guid>
		<description>You talk about the problem being the game&#039;s own expansions causing it to break. I saw that with 3.5 &amp; the Star Wars CCG, but not with 4e. You mention that the issue was 4e was less about brokenness &amp; more about having too many options. I don&#039;t quite see the issue there, as that&#039;s easily controllable as an individual or a game table. Because the rules are robust, it&#039;s not hard to trust that even powers &amp; rules the DM isn&#039;t familiar with won&#039;t break the game.

The key point you make above is &quot;not always giving the customers what they want.&quot; Most really elegant games are niche. The people who want that kind of game form a cult around it &amp; most others never touch it. That&#039;s great. Unfortunately, it&#039;s just not how to make the money a large company needs. Which I guess is your point.

It might be that large companies can&#039;t sustain themselves on roleplaying games or gimmicky extras. Unfortunate for WotC, if true, but I bet D&amp;D will live on.</description>
		<content:encoded><![CDATA[<p>You talk about the problem being the game&#8217;s own expansions causing it to break. I saw that with 3.5 &amp; the Star Wars CCG, but not with 4e. You mention that the issue was 4e was less about brokenness &amp; more about having too many options. I don&#8217;t quite see the issue there, as that&#8217;s easily controllable as an individual or a game table. Because the rules are robust, it&#8217;s not hard to trust that even powers &amp; rules the DM isn&#8217;t familiar with won&#8217;t break the game.</p>
<p>The key point you make above is &#8220;not always giving the customers what they want.&#8221; Most really elegant games are niche. The people who want that kind of game form a cult around it &amp; most others never touch it. That&#8217;s great. Unfortunately, it&#8217;s just not how to make the money a large company needs. Which I guess is your point.</p>
<p>It might be that large companies can&#8217;t sustain themselves on roleplaying games or gimmicky extras. Unfortunate for WotC, if true, but I bet D&amp;D will live on.</p>
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		<title>Comment on Why are Role Playing Game Books So Damn Big? by Lindevi</title>
		<link>http://intwischa.com/2012/04/why-are-role-playing-game-books-so-damn-big/#comment-1759</link>
		<dc:creator>Lindevi</dc:creator>
		<pubDate>Fri, 27 Apr 2012 10:57:59 +0000</pubDate>
		<guid isPermaLink="false">http://intwischa.com/?p=3938#comment-1759</guid>
		<description>So I&#039;m not the only one. I just picked up the two player guides, gm guide, and beastiary for Pathfinder, and am planning to run a game in just three weeks, but I&#039;ve been dreading actually reading it and have only thusfar skimmed. Still dunno what a CMB and CMD are, but I did manage to get halfway through the skills chapter before reverting back to skimming again.

I&#039;ll second Savage Worlds, but also admit that I&#039;ve become such a &quot;seat of your pants&quot;er that I&#039;m more likely to make up rules than to look them up, depending on what my combats/encounters need. So, fudge some insubstantial rules from WFRP, some poison rules from 4E... I figure that if my players can&#039;t be bothered to pick up the books and read them themselves to know the rules, then it doesn&#039;t really matter whether I&#039;m right or wrong as long as they&#039;re fun and fair.

Cheers to lazy gamers! And jeers to the publishers that want so much of my time.</description>
		<content:encoded><![CDATA[<p>So I&#8217;m not the only one. I just picked up the two player guides, gm guide, and beastiary for Pathfinder, and am planning to run a game in just three weeks, but I&#8217;ve been dreading actually reading it and have only thusfar skimmed. Still dunno what a CMB and CMD are, but I did manage to get halfway through the skills chapter before reverting back to skimming again.</p>
<p>I&#8217;ll second Savage Worlds, but also admit that I&#8217;ve become such a &#8220;seat of your pants&#8221;er that I&#8217;m more likely to make up rules than to look them up, depending on what my combats/encounters need. So, fudge some insubstantial rules from WFRP, some poison rules from 4E&#8230; I figure that if my players can&#8217;t be bothered to pick up the books and read them themselves to know the rules, then it doesn&#8217;t really matter whether I&#8217;m right or wrong as long as they&#8217;re fun and fair.</p>
<p>Cheers to lazy gamers! And jeers to the publishers that want so much of my time.</p>
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		<title>Comment on Why are Role Playing Game Books So Damn Big? by cwhite</title>
		<link>http://intwischa.com/2012/04/why-are-role-playing-game-books-so-damn-big/#comment-1755</link>
		<dc:creator>cwhite</dc:creator>
		<pubDate>Thu, 26 Apr 2012 17:57:59 +0000</pubDate>
		<guid isPermaLink="false">http://intwischa.com/?p=3938#comment-1755</guid>
		<description>You&#039;re right about that. I did start reading it once and got dazed (admittedly, it was a PDF, and my attention/retention is more limited with those). I&#039;m skimming Traveller now, and simultaneously finding it engaging yet highly in need of condensing. I do have to give SW a fair try one of these days.</description>
		<content:encoded><![CDATA[<p>You&#8217;re right about that. I did start reading it once and got dazed (admittedly, it was a PDF, and my attention/retention is more limited with those). I&#8217;m skimming Traveller now, and simultaneously finding it engaging yet highly in need of condensing. I do have to give SW a fair try one of these days.</p>
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