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	<title>Comments on: Simon Says&#8230;</title>
	<link>http://games.spaceanddeath.com/sin_aesthetics/88</link>
	<description>In which Mo explores the social pathology of roleplaying and begins to experiment with game design.</description>
	<pubDate>Thu, 11 Mar 2010 17:52:18 +0000</pubDate>
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		<title>By: Around the web in eighty clicks - Gnome Stew, the Game Mastering Blog</title>
		<link>http://games.spaceanddeath.com/sin_aesthetics/88#comment-753</link>
		<author>Around the web in eighty clicks - Gnome Stew, the Game Mastering Blog</author>
		<pubDate>Fri, 10 Oct 2008 10:47:54 +0000</pubDate>
		<guid>http://games.spaceanddeath.com/sin_aesthetics/88#comment-753</guid>
					<description>[...] spread Simon C&#8217;s way to use a deck of cards to generate characters who relate to their cultures&#8211; kowtowing to social pressures, rebelling against their peers, [...]</description>
		<content:encoded><![CDATA[<p>[&#8230;] spread Simon C&#8217;s way to use a deck of cards to generate characters who relate to their cultures&#8211; kowtowing to social pressures, rebelling against their peers, [&#8230;]</p>
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		<title>By: Dave Younce</title>
		<link>http://games.spaceanddeath.com/sin_aesthetics/88#comment-756</link>
		<author>Dave Younce</author>
		<pubDate>Fri, 10 Oct 2008 22:46:43 +0000</pubDate>
		<guid>http://games.spaceanddeath.com/sin_aesthetics/88#comment-756</guid>
					<description>This is pretty cool, Mo. I while back I made a &lt;a href="http://random-generator.com/index.php?title=Rituals" rel="nofollow"&gt;Rituals Generator&lt;/a&gt; on Abulafia which might come in handy for making some of the initial cultural rules.</description>
		<content:encoded><![CDATA[<p>This is pretty cool, Mo. I while back I made a <a href="http://random-generator.com/index.php?title=Rituals" rel="nofollow">Rituals Generator</a> on Abulafia which might come in handy for making some of the initial cultural rules.</p>
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		<title>By: Mo</title>
		<link>http://games.spaceanddeath.com/sin_aesthetics/88#comment-759</link>
		<author>Mo</author>
		<pubDate>Sat, 11 Oct 2008 02:32:27 +0000</pubDate>
		<guid>http://games.spaceanddeath.com/sin_aesthetics/88#comment-759</guid>
					<description>Neat! They could combine nicely, Thanks Dave!</description>
		<content:encoded><![CDATA[<p>Neat! They could combine nicely, Thanks Dave!</p>
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		<title>By: Jim Henley</title>
		<link>http://games.spaceanddeath.com/sin_aesthetics/88#comment-763</link>
		<author>Jim Henley</author>
		<pubDate>Sat, 01 Nov 2008 20:49:59 +0000</pubDate>
		<guid>http://games.spaceanddeath.com/sin_aesthetics/88#comment-763</guid>
					<description>Oh this is bitchin'. I totally want to integrate this into either a Storming the Wizard's Tower campaign, or my fantasy heartbreaker.</description>
		<content:encoded><![CDATA[<p>Oh this is bitchin&#8217;. I totally want to integrate this into either a Storming the Wizard&#8217;s Tower campaign, or my fantasy heartbreaker.</p>
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		<title>By: Christian Griffen</title>
		<link>http://games.spaceanddeath.com/sin_aesthetics/88#comment-855</link>
		<author>Christian Griffen</author>
		<pubDate>Sat, 21 Feb 2009 19:55:33 +0000</pubDate>
		<guid>http://games.spaceanddeath.com/sin_aesthetics/88#comment-855</guid>
					<description>Very cool stuff.

And funny that I found this now. I've got this game under design that will present cultures mostly based on their taboos (so you can bend and break them during play), and I was thinking of a similar card mechanic for quick generation where you'd figure out which taboo your character was going to bump up against...</description>
		<content:encoded><![CDATA[<p>Very cool stuff.</p>
<p>And funny that I found this now. I&#8217;ve got this game under design that will present cultures mostly based on their taboos (so you can bend and break them during play), and I was thinking of a similar card mechanic for quick generation where you&#8217;d figure out which taboo your character was going to bump up against&#8230;</p>
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		<title>By: You&#8217;re Deep as a Puddle: Making More Lively PCs and NPCs - Gnome Stew, the Game Mastering Blog</title>
		<link>http://games.spaceanddeath.com/sin_aesthetics/88#comment-950</link>
		<author>You&#8217;re Deep as a Puddle: Making More Lively PCs and NPCs - Gnome Stew, the Game Mastering Blog</author>
		<pubDate>Thu, 28 May 2009 10:53:59 +0000</pubDate>
		<guid>http://games.spaceanddeath.com/sin_aesthetics/88#comment-950</guid>
					<description>[...] Simon invented a different way of using cards to generate interesting characters. By generating twelve rules or customs for a culture, you can get a handle on cultural expectations. Then you use his NPC generator and develop a character embedded in and reacting to the culture. Mo provides a good example. [...]</description>
		<content:encoded><![CDATA[<p>[&#8230;] Simon invented a different way of using cards to generate interesting characters. By generating twelve rules or customs for a culture, you can get a handle on cultural expectations. Then you use his NPC generator and develop a character embedded in and reacting to the culture. Mo provides a good example. [&#8230;]</p>
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		<title>By: Deep as a Puddle: Characters and Culture - Gnome Stew, the Game Mastering Blog</title>
		<link>http://games.spaceanddeath.com/sin_aesthetics/88#comment-970</link>
		<author>Deep as a Puddle: Characters and Culture - Gnome Stew, the Game Mastering Blog</author>
		<pubDate>Thu, 01 Oct 2009 09:49:15 +0000</pubDate>
		<guid>http://games.spaceanddeath.com/sin_aesthetics/88#comment-970</guid>
					<description>[...] more examples and guidance, look to Mo&#8217;s post Simon Says. Her examples and discussion are what started me along this path in the first [...]</description>
		<content:encoded><![CDATA[<p>[&#8230;] more examples and guidance, look to Mo&#8217;s post Simon Says. Her examples and discussion are what started me along this path in the first [&#8230;]</p>
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