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	<title>Comments on: Story, Game, Roleplay: Not Always the Same</title>
	<atom:link href="http://games.spaceanddeath.com/yudhishthirasdice/116/feed" rel="self" type="application/rss+xml" />
	<link>http://games.spaceanddeath.com/yudhishthirasdice/116</link>
	<description>Where kings throw dice and universes play</description>
	<pubDate>Fri, 29 Aug 2008 18:22:25 +0000</pubDate>
	<generator>http://wordpress.org/?v=2.5.1</generator>
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		<title>By: Josh Roby</title>
		<link>http://games.spaceanddeath.com/yudhishthirasdice/116#comment-1055</link>
		<dc:creator>Josh Roby</dc:creator>
		<pubDate>Thu, 07 Aug 2008 16:53:18 +0000</pubDate>
		<guid isPermaLink="false">http://games.spaceanddeath.com/yudhishthirasdice/116#comment-1055</guid>
		<description>I have this recurrent problem, Brand, in which you post something and I just agree, and I have nothing to post except, "Yes."</description>
		<content:encoded><![CDATA[<p>I have this recurrent problem, Brand, in which you post something and I just agree, and I have nothing to post except, &#8220;Yes.&#8221;</p>
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		<title>By: Josh Roby</title>
		<link>http://games.spaceanddeath.com/yudhishthirasdice/116#comment-1054</link>
		<dc:creator>Josh Roby</dc:creator>
		<pubDate>Thu, 07 Aug 2008 16:52:32 +0000</pubDate>
		<guid isPermaLink="false">http://games.spaceanddeath.com/yudhishthirasdice/116#comment-1054</guid>
		<description>Hey Brand, this comment is spam. ;)</description>
		<content:encoded><![CDATA[<p>Hey Brand, this comment is spam. <img src='http://games.spaceanddeath.com/yudhishthirasdice/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /></p>
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		<title>By: Trickish Knave</title>
		<link>http://games.spaceanddeath.com/yudhishthirasdice/116#comment-976</link>
		<dc:creator>Trickish Knave</dc:creator>
		<pubDate>Sun, 13 May 2007 02:01:19 +0000</pubDate>
		<guid isPermaLink="false">http://games.spaceanddeath.com/yudhishthirasdice/116#comment-976</guid>
		<description>I came across an entry on your old site about personality types and RPGs. I am currently writing a thesis in the same realm, trying to determine a correlation between MBTI and RPG players. I look forward to scouring your sites.</description>
		<content:encoded><![CDATA[<p>I came across an entry on your old site about personality types and RPGs. I am currently writing a thesis in the same realm, trying to determine a correlation between MBTI and RPG players. I look forward to scouring your sites.</p>
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		<title>By: Matthijs Holter</title>
		<link>http://games.spaceanddeath.com/yudhishthirasdice/116#comment-913</link>
		<dc:creator>Matthijs Holter</dc:creator>
		<pubDate>Fri, 16 Mar 2007 10:28:37 +0000</pubDate>
		<guid isPermaLink="false">http://games.spaceanddeath.com/yudhishthirasdice/116#comment-913</guid>
		<description>Glad you wrote this :)

It's very true that we all come to a game with a set of assumptions, experiences, patterns of behavior. Sometimes I even find, on approaching a strange game, that I play it by the rules at first, but - without noticing - drift it towards a style of play I know and am comfortable with.

I think a lot can be done in the game text by:
A) being clear about what the game is &lt;i&gt;not&lt;/i&gt; about.
&lt;i&gt;"This isn't about you and your character; it's not about being one with your character at all. Your character is like a story pawn, something you put in interesting positions so we can all enjoy watching him/her act, talk, think, squirm, choose. Sure, we'll all feel for the characters. Because of what they mean to the story"&lt;/i&gt;.
B) providing examples of play that focus on how it's supposed to be played.
&lt;i&gt;"John remembers how Liz has been playing Lisa as a snotty, stuck-up girl. He realizes that a meeting between Lisa and the Arch-Villainess would make for a great scene - perhaps the Arch-Villainess will finally lose her temper! So he starts a scene by describing how Lisa is on her way to the temple of the Arch-Villainess with a strange parcel."&lt;/i&gt;
C) giving a few examples of "grey zones" and how to handle them in this particular game.
&lt;i&gt;"At some point, you may feel that you really want your character to succeed at something, even if some of the other players think her failure would work better in this story. That's okay, the story can wait a little - as long as you don't totally forget about it. Let your character succeed. She can always fail later, if necessary."&lt;/i&gt;</description>
		<content:encoded><![CDATA[<p>Glad you wrote this <img src='http://games.spaceanddeath.com/yudhishthirasdice/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>It&#8217;s very true that we all come to a game with a set of assumptions, experiences, patterns of behavior. Sometimes I even find, on approaching a strange game, that I play it by the rules at first, but - without noticing - drift it towards a style of play I know and am comfortable with.</p>
<p>I think a lot can be done in the game text by:<br />
A) being clear about what the game is <i>not</i> about.<br />
<i>&#8220;This isn&#8217;t about you and your character; it&#8217;s not about being one with your character at all. Your character is like a story pawn, something you put in interesting positions so we can all enjoy watching him/her act, talk, think, squirm, choose. Sure, we&#8217;ll all feel for the characters. Because of what they mean to the story&#8221;</i>.<br />
B) providing examples of play that focus on how it&#8217;s supposed to be played.<br />
<i>&#8220;John remembers how Liz has been playing Lisa as a snotty, stuck-up girl. He realizes that a meeting between Lisa and the Arch-Villainess would make for a great scene - perhaps the Arch-Villainess will finally lose her temper! So he starts a scene by describing how Lisa is on her way to the temple of the Arch-Villainess with a strange parcel.&#8221;</i><br />
C) giving a few examples of &#8220;grey zones&#8221; and how to handle them in this particular game.<br />
<i>&#8220;At some point, you may feel that you really want your character to succeed at something, even if some of the other players think her failure would work better in this story. That&#8217;s okay, the story can wait a little - as long as you don&#8217;t totally forget about it. Let your character succeed. She can always fail later, if necessary.&#8221;</i></p>
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		<title>By: Eric Martindale</title>
		<link>http://games.spaceanddeath.com/yudhishthirasdice/116#comment-909</link>
		<dc:creator>Eric Martindale</dc:creator>
		<pubDate>Thu, 15 Mar 2007 00:38:44 +0000</pubDate>
		<guid isPermaLink="false">http://games.spaceanddeath.com/yudhishthirasdice/116#comment-909</guid>
		<description>Yeah, I think that's part of the value in being a "good roleplay".  On &lt;a href="http://gwng.net" title="Roleplay" rel="nofollow"&gt;RolePlay Gateway&lt;/a&gt;, it's a topic we haven't been able to stress enough.  Roleplayers often don't understand the difference between them.  Nice article, BTW.</description>
		<content:encoded><![CDATA[<p>Yeah, I think that&#8217;s part of the value in being a &#8220;good roleplay&#8221;.  On <a href="http://gwng.net" title="Roleplay" rel="nofollow">RolePlay Gateway</a>, it&#8217;s a topic we haven&#8217;t been able to stress enough.  Roleplayers often don&#8217;t understand the difference between them.  Nice article, BTW.</p>
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