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	<title>Comments on: GameChef!</title>
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	<link>http://games.spaceanddeath.com/sin_aesthetics/20</link>
	<description>In which Mo explores the social pathology of roleplaying and begins to experiment with game design.</description>
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		<title>By: Mo</title>
		<link>http://games.spaceanddeath.com/sin_aesthetics/20#comment-224</link>
		<dc:creator>Mo</dc:creator>
		<pubDate>Wed, 03 May 2006 00:35:00 +0000</pubDate>
		<guid isPermaLink="false">http://games.spaceanddeath.com/sin_aesthetics/?p=20#comment-224</guid>
		<description>Thanks everybody!

Mendel:

Captain Steele is meant to be a reward given to the player who has pleased the other players most by offering elements that are most attractive. 

I thought that the role of Steele would be extremely attractive to a story setting or social interaction socket player, while a character socket player, (or just merely a player uncomfortable in a GMish role) could hand it off to another willing player so as not to be &quot;handcuffed&quot; by winning (or &quot;punished&quot; for good behavior).

Surprise twists can be introduced into the second half by bidding shields to buy them in. They can not replace an invested element already in play - the invested element must be part of the fiction, but there is nothing to stop someone from bidding shields after it has been introduced to issue a surprise twist. &quot;The killer&#039;s private journal is fruit from the forbidden tree! It was aquired in an illegal search.&quot;

Now, that said, I&#039;ve got a rule currently under consideration which allows Actors to buy out story elements on the table... so that might get more dynamic in the future.</description>
		<content:encoded><![CDATA[<p>Thanks everybody!</p>
<p>Mendel:</p>
<p>Captain Steele is meant to be a reward given to the player who has pleased the other players most by offering elements that are most attractive. </p>
<p>I thought that the role of Steele would be extremely attractive to a story setting or social interaction socket player, while a character socket player, (or just merely a player uncomfortable in a GMish role) could hand it off to another willing player so as not to be &#8220;handcuffed&#8221; by winning (or &#8220;punished&#8221; for good behavior).</p>
<p>Surprise twists can be introduced into the second half by bidding shields to buy them in. They can not replace an invested element already in play &#8211; the invested element must be part of the fiction, but there is nothing to stop someone from bidding shields after it has been introduced to issue a surprise twist. &#8220;The killer&#8217;s private journal is fruit from the forbidden tree! It was aquired in an illegal search.&#8221;</p>
<p>Now, that said, I&#8217;ve got a rule currently under consideration which allows Actors to buy out story elements on the table&#8230; so that might get more dynamic in the future.</p>
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		<title>By: Mendel Schmiedekamp</title>
		<link>http://games.spaceanddeath.com/sin_aesthetics/20#comment-223</link>
		<dc:creator>Mendel Schmiedekamp</dc:creator>
		<pubDate>Tue, 02 May 2006 21:11:00 +0000</pubDate>
		<guid isPermaLink="false">http://games.spaceanddeath.com/sin_aesthetics/?p=20#comment-223</guid>
		<description>Congratulations!

I do have some comments from analyzing the game:

1) Is there any reason to let the shield winner hand off Steele? It seems like this will cause more problems than it is worth - especially if Steele is given to a player with substantially fewer shields (both mechanically and in terms of investment in the contributions). 

2) There doesn&#039;t seem to be any mechanism for introducing a surprise twist, which seems a significant part of the source material. Might it be possible to use a buy-in strategy, where the detectives are building their case, but explicitly leaving pieces for Steele to introduce a plot twist, with Steele actively looking for a way to introduce one? Then perhaps making the risk of the detectives failing based not on time, but on the number of these twists (0-1: unsolved, 2-4: criminal brought to justice, 5+: criminal is one step ahead).

I hope that helps,

   - Mendel</description>
		<content:encoded><![CDATA[<p>Congratulations!</p>
<p>I do have some comments from analyzing the game:</p>
<p>1) Is there any reason to let the shield winner hand off Steele? It seems like this will cause more problems than it is worth &#8211; especially if Steele is given to a player with substantially fewer shields (both mechanically and in terms of investment in the contributions). </p>
<p>2) There doesn&#8217;t seem to be any mechanism for introducing a surprise twist, which seems a significant part of the source material. Might it be possible to use a buy-in strategy, where the detectives are building their case, but explicitly leaving pieces for Steele to introduce a plot twist, with Steele actively looking for a way to introduce one? Then perhaps making the risk of the detectives failing based not on time, but on the number of these twists (0-1: unsolved, 2-4: criminal brought to justice, 5+: criminal is one step ahead).</p>
<p>I hope that helps,</p>
<p>   &#8211; Mendel</p>
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	<item>
		<title>By: Anonymous</title>
		<link>http://games.spaceanddeath.com/sin_aesthetics/20#comment-222</link>
		<dc:creator>Anonymous</dc:creator>
		<pubDate>Tue, 02 May 2006 17:49:00 +0000</pubDate>
		<guid isPermaLink="false">http://games.spaceanddeath.com/sin_aesthetics/?p=20#comment-222</guid>
		<description>Congrats on the win Mo.  I downloaded it, took a look, and was instantly in love.  Great game, great layout, hope that great sales follow.  I&#039;m hoping to revamp my game area in the basement to make this game even easier to play (chalkboard on the game table, so no need for paper)</description>
		<content:encoded><![CDATA[<p>Congrats on the win Mo.  I downloaded it, took a look, and was instantly in love.  Great game, great layout, hope that great sales follow.  I&#8217;m hoping to revamp my game area in the basement to make this game even easier to play (chalkboard on the game table, so no need for paper)</p>
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	<item>
		<title>By: Shreyas</title>
		<link>http://games.spaceanddeath.com/sin_aesthetics/20#comment-221</link>
		<dc:creator>Shreyas</dc:creator>
		<pubDate>Tue, 02 May 2006 08:03:00 +0000</pubDate>
		<guid isPermaLink="false">http://games.spaceanddeath.com/sin_aesthetics/?p=20#comment-221</guid>
		<description>Congrats, Mo.</description>
		<content:encoded><![CDATA[<p>Congrats, Mo.</p>
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	<item>
		<title>By: Linnaeus</title>
		<link>http://games.spaceanddeath.com/sin_aesthetics/20#comment-220</link>
		<dc:creator>Linnaeus</dc:creator>
		<pubDate>Tue, 02 May 2006 04:56:00 +0000</pubDate>
		<guid isPermaLink="false">http://games.spaceanddeath.com/sin_aesthetics/?p=20#comment-220</guid>
		<description>Congratulations, Mo.  Both you and C&amp;P have earned the honour.

I look forward to seeing the commercial version of it.

- Gerald</description>
		<content:encoded><![CDATA[<p>Congratulations, Mo.  Both you and C&amp;P have earned the honour.</p>
<p>I look forward to seeing the commercial version of it.</p>
<p>- Gerald</p>
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	<item>
		<title>By: MDK</title>
		<link>http://games.spaceanddeath.com/sin_aesthetics/20#comment-219</link>
		<dc:creator>MDK</dc:creator>
		<pubDate>Tue, 02 May 2006 03:32:00 +0000</pubDate>
		<guid isPermaLink="false">http://games.spaceanddeath.com/sin_aesthetics/?p=20#comment-219</guid>
		<description>Double more personal on-your-blog congrats, Mo. Truly, a well-earned Golden Spatula.

PS: The layout is phenomenal.</description>
		<content:encoded><![CDATA[<p>Double more personal on-your-blog congrats, Mo. Truly, a well-earned Golden Spatula.</p>
<p>PS: The layout is phenomenal.</p>
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	<item>
		<title>By: Nic</title>
		<link>http://games.spaceanddeath.com/sin_aesthetics/20#comment-218</link>
		<dc:creator>Nic</dc:creator>
		<pubDate>Mon, 01 May 2006 23:04:00 +0000</pubDate>
		<guid isPermaLink="false">http://games.spaceanddeath.com/sin_aesthetics/?p=20#comment-218</guid>
		<description>I KNEW IT!

Congrats. :D</description>
		<content:encoded><![CDATA[<p>I KNEW IT!</p>
<p>Congrats. <img src='http://games.spaceanddeath.com/sin_aesthetics/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> </p>
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	<item>
		<title>By: Thomas Robertson</title>
		<link>http://games.spaceanddeath.com/sin_aesthetics/20#comment-217</link>
		<dc:creator>Thomas Robertson</dc:creator>
		<pubDate>Mon, 01 May 2006 21:11:00 +0000</pubDate>
		<guid isPermaLink="false">http://games.spaceanddeath.com/sin_aesthetics/?p=20#comment-217</guid>
		<description>Congrats!

I know I &lt;I&gt;want&lt;/I&gt; to, but I&#039;m not sure I&#039;ve got time.  Despite my non-helpfulness, you still love me enough to run a demo for me at GenCon, right?

Thomas</description>
		<content:encoded><![CDATA[<p>Congrats!</p>
<p>I know I <i>want</i> to, but I&#8217;m not sure I&#8217;ve got time.  Despite my non-helpfulness, you still love me enough to run a demo for me at GenCon, right?</p>
<p>Thomas</p>
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