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	<title>Comments for Genesis of Legend Publishing</title>
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	<link>http://www.genesisoflegend.com</link>
	<description>Telling new stories around the digital fire</description>
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		<title>Comment on Software Choices by Jagash</title>
		<link>http://www.genesisoflegend.com/2012/01/software-choices/comment-page-1/#comment-3752</link>
		<dc:creator>Jagash</dc:creator>
		<pubDate>Sun, 15 Jan 2012 22:52:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.genesisoflegend.com/?p=387#comment-3752</guid>
		<description>Thank you for the comment. These are all pretty versatile tools which could be useful for just about anyone. I simply happen to be a little obsessed with my game design hobby.</description>
		<content:encoded><![CDATA[<p>Thank you for the comment. These are all pretty versatile tools which could be useful for just about anyone. I simply happen to be a little obsessed with my game design hobby.</p>
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		<title>Comment on Software Choices by Brian @ Cast Iron Therapy</title>
		<link>http://www.genesisoflegend.com/2012/01/software-choices/comment-page-1/#comment-3751</link>
		<dc:creator>Brian @ Cast Iron Therapy</dc:creator>
		<pubDate>Sun, 15 Jan 2012 22:33:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.genesisoflegend.com/?p=387#comment-3751</guid>
		<description>Just came across this post through Filamena&#039;s google+ post. While I don&#039;t do any game designing I always like hearing about new software tools, especially free ones!

Am also going to give a hearty back up recommendation to freemind, which I use for almost any kind of brainstorming activity, great for people like me who have a ton of ideas and need a visual way to remember and save them.</description>
		<content:encoded><![CDATA[<p>Just came across this post through Filamena&#8217;s google+ post. While I don&#8217;t do any game designing I always like hearing about new software tools, especially free ones!</p>
<p>Am also going to give a hearty back up recommendation to freemind, which I use for almost any kind of brainstorming activity, great for people like me who have a ton of ideas and need a visual way to remember and save them.</p>
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		<title>Comment on We must Organize! by Jagash</title>
		<link>http://www.genesisoflegend.com/2011/10/we-must-organize/comment-page-1/#comment-2446</link>
		<dc:creator>Jagash</dc:creator>
		<pubDate>Wed, 14 Dec 2011 03:11:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.genesisoflegend.com/?p=360#comment-2446</guid>
		<description>I just saw your comment for the fist time Kit.  Thank you, it seems wise.</description>
		<content:encoded><![CDATA[<p>I just saw your comment for the fist time Kit.  Thank you, it seems wise.</p>
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		<title>Comment on The Master&#8217;s Attention by Kit</title>
		<link>http://www.genesisoflegend.com/2011/11/the-masters-attention/comment-page-1/#comment-1914</link>
		<dc:creator>Kit</dc:creator>
		<pubDate>Tue, 22 Nov 2011 04:30:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.genesisoflegend.com/?p=373#comment-1914</guid>
		<description>I&#039;m not going to answer your question, but I&#039;ll say some other things related to it. &lt;a href=&quot;http://dannystack.blogspot.com/2009/01/joss-whedons-top-10-writing-tips.html?m=1&quot; rel=&quot;nofollow&quot;&gt;Over here&lt;/a&gt; Joss Whedon says some fine things about &quot;have something to say beyond &#039;this will lead to many fine set-pieces&#039;,&quot; and I think it&#039;s a relevant point. The location approach seems like it risks set-piece-ism, which is great for a war game, but is not story. Of course, location is really important, but it&#039;s support and context for the meaty interactions.

Now, character and narrative motivations are reallllly close in my mind. Not sure if I see a meaningful difference there. But I&#039;ve also just come off a Smallville session today, for which the prep system is well-defined: look at the leads, find their conflicts, put NPC faces on those conflicts, figure out what will need to be revealed in approximately what order to make those conflicts get Big, and figure out where you start. So, the intimate ties between &quot;conflicts between PCs&#039; relationships and values&quot; and &quot;NPCs that embody and spark those conflicts&quot; is foremost in my mind right now.

I think that, for me, Apocalypse World has the most natural style of preparation—daydream about what bad things could happen because complicated people want things. Then, make them act when you get to play, and see what happens. But at its core, that&#039;s kinda the same prep: see where people&#039;s motivations and desires smack into each other, see what you have to do to make that happen sooner rather than later, and see what comes out of it.

Obviously, I&#039;m playing games for classical-drama-style story, though.</description>
		<content:encoded><![CDATA[<p>I&#8217;m not going to answer your question, but I&#8217;ll say some other things related to it. <a href="http://dannystack.blogspot.com/2009/01/joss-whedons-top-10-writing-tips.html?m=1" rel="nofollow">Over here</a> Joss Whedon says some fine things about &#8220;have something to say beyond &#8216;this will lead to many fine set-pieces&#8217;,&#8221; and I think it&#8217;s a relevant point. The location approach seems like it risks set-piece-ism, which is great for a war game, but is not story. Of course, location is really important, but it&#8217;s support and context for the meaty interactions.</p>
<p>Now, character and narrative motivations are reallllly close in my mind. Not sure if I see a meaningful difference there. But I&#8217;ve also just come off a Smallville session today, for which the prep system is well-defined: look at the leads, find their conflicts, put NPC faces on those conflicts, figure out what will need to be revealed in approximately what order to make those conflicts get Big, and figure out where you start. So, the intimate ties between &#8220;conflicts between PCs&#8217; relationships and values&#8221; and &#8220;NPCs that embody and spark those conflicts&#8221; is foremost in my mind right now.</p>
<p>I think that, for me, Apocalypse World has the most natural style of preparation—daydream about what bad things could happen because complicated people want things. Then, make them act when you get to play, and see what happens. But at its core, that&#8217;s kinda the same prep: see where people&#8217;s motivations and desires smack into each other, see what you have to do to make that happen sooner rather than later, and see what comes out of it.</p>
<p>Obviously, I&#8217;m playing games for classical-drama-style story, though.</p>
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		<title>Comment on Building the Machine by Jagash</title>
		<link>http://www.genesisoflegend.com/2011/11/building-the-machine/comment-page-1/#comment-1752</link>
		<dc:creator>Jagash</dc:creator>
		<pubDate>Sun, 13 Nov 2011 23:47:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.genesisoflegend.com/?p=364#comment-1752</guid>
		<description>Thanks for your comment Kit!

I would have to respectfully disagree with you in your statement that the character building game has an optimum solution. If the game is properly designed, there are trade-offs for every decision.  In short, there is no bad choice, just different kinds of good. It builds a sense of confidence and excitement to the game which allows a longer term game to persist.  

In my experience, it also tends to bring the players back to the table with more energy which leads to a more intense game experience at the table.  Like in a larp with written intentions during downtime, the homework lets the players continue to play the game outside of their limited game session.  If you get an hour of enjoyable and meaningful choices as your homework for a 4 hour game session, I would argue that is a better design.

I would argue that the aspect of preparation does not inherently subtract from the player engagement at the table. Any element of character development will lead to the player identification.   That won&#039;t rescue you if the core game-play experience is flat, but that is a different issue.</description>
		<content:encoded><![CDATA[<p>Thanks for your comment Kit!</p>
<p>I would have to respectfully disagree with you in your statement that the character building game has an optimum solution. If the game is properly designed, there are trade-offs for every decision.  In short, there is no bad choice, just different kinds of good. It builds a sense of confidence and excitement to the game which allows a longer term game to persist.  </p>
<p>In my experience, it also tends to bring the players back to the table with more energy which leads to a more intense game experience at the table.  Like in a larp with written intentions during downtime, the homework lets the players continue to play the game outside of their limited game session.  If you get an hour of enjoyable and meaningful choices as your homework for a 4 hour game session, I would argue that is a better design.</p>
<p>I would argue that the aspect of preparation does not inherently subtract from the player engagement at the table. Any element of character development will lead to the player identification.   That won&#8217;t rescue you if the core game-play experience is flat, but that is a different issue.</p>
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		<title>Comment on We must Organize! by Kit</title>
		<link>http://www.genesisoflegend.com/2011/10/we-must-organize/comment-page-1/#comment-1750</link>
		<dc:creator>Kit</dc:creator>
		<pubDate>Sun, 13 Nov 2011 21:42:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.genesisoflegend.com/?p=360#comment-1750</guid>
		<description>So, I see three things: feel, system, assets. The first is the touchstone you always need to go back to, and ultimately is a pile of emotionally resonant descriptors. That defies organization, so just keep a list, somewhere. The second should be small and easily held in your head. I like to outline it, very procedurally, and keep an authoritative version in a gDoc. The last might grow, a lot, depending on the game—it&#039;s things like moves in AW, or Distinctions in Smallville, or even playsets in Fiasco. Things that your players are likely to add to, especially. And those, well, I have no idea how to organize those, as I find that their shape keeps changing as I work on the game.

But that&#039;s just what I do, so obviously not authoritative or applicable for everyone.</description>
		<content:encoded><![CDATA[<p>So, I see three things: feel, system, assets. The first is the touchstone you always need to go back to, and ultimately is a pile of emotionally resonant descriptors. That defies organization, so just keep a list, somewhere. The second should be small and easily held in your head. I like to outline it, very procedurally, and keep an authoritative version in a gDoc. The last might grow, a lot, depending on the game—it&#8217;s things like moves in AW, or Distinctions in Smallville, or even playsets in Fiasco. Things that your players are likely to add to, especially. And those, well, I have no idea how to organize those, as I find that their shape keeps changing as I work on the game.</p>
<p>But that&#8217;s just what I do, so obviously not authoritative or applicable for everyone.</p>
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		<title>Comment on Building the Machine by Kit</title>
		<link>http://www.genesisoflegend.com/2011/11/building-the-machine/comment-page-1/#comment-1749</link>
		<dc:creator>Kit</dc:creator>
		<pubDate>Sun, 13 Nov 2011 21:13:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.genesisoflegend.com/?p=364#comment-1749</guid>
		<description>OK, I&#039;m gonna try the long-delayed reply.

I think that D&amp;D is a game that you play between sessions, and sessions are when you get to see how many points you got in the inter-session play. And that can be fun, but that&#039;s not the game for me. The choices are more like boardgame choices, where there&#039;s a correct one for any given situation, and the fun consists in part in developing the ability to reliably and intuitively find that.

As you point out, through the editions, D&amp;D has become more and more of a character-building game. And personally, that&#039;s not where I want my choices to be—I really want my choices to be in-game around the table, in the heat of the moment, and with no &lt;em&gt;good&lt;/em&gt; choice—just different kinds of bad. And that&#039;s my taste, not everyone&#039;s. Playing &lt;em&gt;Annalise&lt;/em&gt; recently was one of the most satisfying RPG experiences I&#039;ve had, because everything in play was about deciding among a set of painful outcomes.

But, you also bring up a very very good point: making your character is a way of engaging with the game. I personally disagree that anything in D&amp;D helps me feel engaged when I&#039;m &lt;em&gt;at the table&lt;/em&gt;, but that&#039;s only a small part of the game. D&amp;D has a lot of structure that keeps you thinking about the game when you&#039;re &lt;em&gt;not&lt;/em&gt; at the table, regardless of whether you think about it when you are. And that&#039;s really cool and worth thinking about and learning from. But I have yet to see an example that doesn&#039;t, for me, sacrifice at-the-table engagement for away-from-the-table engagement.</description>
		<content:encoded><![CDATA[<p>OK, I&#8217;m gonna try the long-delayed reply.</p>
<p>I think that D&amp;D is a game that you play between sessions, and sessions are when you get to see how many points you got in the inter-session play. And that can be fun, but that&#8217;s not the game for me. The choices are more like boardgame choices, where there&#8217;s a correct one for any given situation, and the fun consists in part in developing the ability to reliably and intuitively find that.</p>
<p>As you point out, through the editions, D&amp;D has become more and more of a character-building game. And personally, that&#8217;s not where I want my choices to be—I really want my choices to be in-game around the table, in the heat of the moment, and with no <em>good</em> choice—just different kinds of bad. And that&#8217;s my taste, not everyone&#8217;s. Playing <em>Annalise</em> recently was one of the most satisfying RPG experiences I&#8217;ve had, because everything in play was about deciding among a set of painful outcomes.</p>
<p>But, you also bring up a very very good point: making your character is a way of engaging with the game. I personally disagree that anything in D&amp;D helps me feel engaged when I&#8217;m <em>at the table</em>, but that&#8217;s only a small part of the game. D&amp;D has a lot of structure that keeps you thinking about the game when you&#8217;re <em>not</em> at the table, regardless of whether you think about it when you are. And that&#8217;s really cool and worth thinking about and learning from. But I have yet to see an example that doesn&#8217;t, for me, sacrifice at-the-table engagement for away-from-the-table engagement.</p>
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		<title>Comment on GenCon 2011 Seminar Recordings by Sebastian Hickey</title>
		<link>http://www.genesisoflegend.com/2011/08/gencon-2011-seminar-recordings/comment-page-1/#comment-1442</link>
		<dc:creator>Sebastian Hickey</dc:creator>
		<pubDate>Wed, 12 Oct 2011 09:54:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.genesisoflegend.com/?p=342#comment-1442</guid>
		<description>Thanks for uploading these. They are entertaining and useful.

Sebastian.</description>
		<content:encoded><![CDATA[<p>Thanks for uploading these. They are entertaining and useful.</p>
<p>Sebastian.</p>
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		<title>Comment on We must Organize! by Jagash</title>
		<link>http://www.genesisoflegend.com/2011/10/we-must-organize/comment-page-1/#comment-1416</link>
		<dc:creator>Jagash</dc:creator>
		<pubDate>Sun, 09 Oct 2011 02:20:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.genesisoflegend.com/?p=360#comment-1416</guid>
		<description>Thanks for joining me and commenting!

How do you organize your own content, from a technical standpoint?  There must be a better way then my approach with a jury-rigged google docs spreadsheet.</description>
		<content:encoded><![CDATA[<p>Thanks for joining me and commenting!</p>
<p>How do you organize your own content, from a technical standpoint?  There must be a better way then my approach with a jury-rigged google docs spreadsheet.</p>
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		<title>Comment on We must Organize! by Kit</title>
		<link>http://www.genesisoflegend.com/2011/10/we-must-organize/comment-page-1/#comment-1415</link>
		<dc:creator>Kit</dc:creator>
		<pubDate>Sun, 09 Oct 2011 02:02:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.genesisoflegend.com/?p=360#comment-1415</guid>
		<description>Yeah. The outline is also super-helpful for knowing what bits still need to be defined, fleshed out, etc. It also helps you get things in the right order and know what you&#039;re missing.</description>
		<content:encoded><![CDATA[<p>Yeah. The outline is also super-helpful for knowing what bits still need to be defined, fleshed out, etc. It also helps you get things in the right order and know what you&#8217;re missing.</p>
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