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	<title>Comments on: Storygames FTW!</title>
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	<link>http://www.popehat.com/2009/06/29/storygames-ftw/</link>
	<description>A Group Complaint about Law, Liberty, and Leisure</description>
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		<title>By: Chris</title>
		<link>http://www.popehat.com/2009/06/29/storygames-ftw/comment-page-1/#comment-34410</link>
		<dc:creator>Chris</dc:creator>
		<pubDate>Wed, 01 Jul 2009 13:31:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.popehat.com/?p=5054#comment-34410</guid>
		<description>@Tom - the best mechanisms for resolving what happens next in Paranoia is arbitraryness and comic timing.</description>
		<content:encoded><![CDATA[<p>@Tom &#8211; the best mechanisms for resolving what happens next in Paranoia is arbitraryness and comic timing.</p>
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		<title>By: Chris</title>
		<link>http://www.popehat.com/2009/06/29/storygames-ftw/comment-page-1/#comment-34409</link>
		<dc:creator>Chris</dc:creator>
		<pubDate>Wed, 01 Jul 2009 13:30:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.popehat.com/?p=5054#comment-34409</guid>
		<description>No roleplaying was ever necessary in any variety of D&amp;D, and I&#039;m not convinced that any of the previous edition&#039;s attempts to address out-of-combat actions with mechanics were ever particularly satisfying or interesting.  So that&#039;s not necessarily a problem for me.  I just don&#039;t find the mechanics to be all that interesting either.</description>
		<content:encoded><![CDATA[<p>No roleplaying was ever necessary in any variety of D&amp;D, and I'm not convinced that any of the previous edition's attempts to address out-of-combat actions with mechanics were ever particularly satisfying or interesting.  So that's not necessarily a problem for me.  I just don't find the mechanics to be all that interesting either.</p>
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		<title>By: Tom Lawrence</title>
		<link>http://www.popehat.com/2009/06/29/storygames-ftw/comment-page-1/#comment-34364</link>
		<dc:creator>Tom Lawrence</dc:creator>
		<pubDate>Wed, 01 Jul 2009 00:51:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.popehat.com/?p=5054#comment-34364</guid>
		<description>Patrick, I already had read the comment from TJIC. Why is supposed to be illuminating?

I&#039;d be interested to hear about what mechanics you ended up substiuting for the Paranoia ones halfway through the first game, thought. What means did you use to decide what happened next?</description>
		<content:encoded><![CDATA[<p>Patrick, I already had read the comment from TJIC. Why is supposed to be illuminating?</p>
<p>I'd be interested to hear about what mechanics you ended up substiuting for the Paranoia ones halfway through the first game, thought. What means did you use to decide what happened next?</p>
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		<title>By: Ezra</title>
		<link>http://www.popehat.com/2009/06/29/storygames-ftw/comment-page-1/#comment-34352</link>
		<dc:creator>Ezra</dc:creator>
		<pubDate>Tue, 30 Jun 2009 22:09:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.popehat.com/?p=5054#comment-34352</guid>
		<description>I&#039;ve played 4e, and it really is a streamlined combat system, with almost no thought given to out of combat action. Except skill challenges, which are an attempt to make non combat actions as exciting as combat through mechanics. No roleplaying necessary...</description>
		<content:encoded><![CDATA[<p>I've played 4e, and it really is a streamlined combat system, with almost no thought given to out of combat action. Except skill challenges, which are an attempt to make non combat actions as exciting as combat through mechanics. No roleplaying necessary&#8230;</p>
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		<title>By: Chris</title>
		<link>http://www.popehat.com/2009/06/29/storygames-ftw/comment-page-1/#comment-34349</link>
		<dc:creator>Chris</dc:creator>
		<pubDate>Tue, 30 Jun 2009 21:53:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.popehat.com/?p=5054#comment-34349</guid>
		<description>I haven&#039;t actually sat down and played 4e, but reading the book doesn&#039;t really make me want to.</description>
		<content:encoded><![CDATA[<p>I haven't actually sat down and played 4e, but reading the book doesn't really make me want to.</p>
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		<title>By: Patrick</title>
		<link>http://www.popehat.com/2009/06/29/storygames-ftw/comment-page-1/#comment-34339</link>
		<dc:creator>Patrick</dc:creator>
		<pubDate>Tue, 30 Jun 2009 20:28:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.popehat.com/?p=5054#comment-34339</guid>
		<description>Tom, read the post above mine from our friend TJIC.  Then all will become clear.</description>
		<content:encoded><![CDATA[<p>Tom, read the post above mine from our friend TJIC.  Then all will become clear.</p>
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		<title>By: Ken</title>
		<link>http://www.popehat.com/2009/06/29/storygames-ftw/comment-page-1/#comment-34338</link>
		<dc:creator>Ken</dc:creator>
		<pubDate>Tue, 30 Jun 2009 20:27:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.popehat.com/?p=5054#comment-34338</guid>
		<description>I know I am abruptly departing from law geekery to rpg geekery, but I don&#039;t like 4e at all.  Too much like a MMORPG turned into a pen-and-paper game.  I rather liked 3.5.</description>
		<content:encoded><![CDATA[<p>I know I am abruptly departing from law geekery to rpg geekery, but I don't like 4e at all.  Too much like a MMORPG turned into a pen-and-paper game.  I rather liked 3.5.</p>
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		<title>By: Tom Lawrence</title>
		<link>http://www.popehat.com/2009/06/29/storygames-ftw/comment-page-1/#comment-34331</link>
		<dc:creator>Tom Lawrence</dc:creator>
		<pubDate>Tue, 30 Jun 2009 20:00:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.popehat.com/?p=5054#comment-34331</guid>
		<description>Patrick - It may or may not interest you to know that roleplaying theory and thought has evolved way beyond &quot;mechanics schmechanics&quot; in the last twenty years.

For one thing, it should be pointed out than in a real sense, there are always mechanics, however much you are ignoring the text in the book and never touching the dice. Somehow, you decide what happens next, and whatever method it is you use to do that in practice IS your mechanic.</description>
		<content:encoded><![CDATA[<p>Patrick &#8211; It may or may not interest you to know that roleplaying theory and thought has evolved way beyond "mechanics schmechanics" in the last twenty years.</p>
<p>For one thing, it should be pointed out than in a real sense, there are always mechanics, however much you are ignoring the text in the book and never touching the dice. Somehow, you decide what happens next, and whatever method it is you use to do that in practice IS your mechanic.</p>
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		<title>By: Chris</title>
		<link>http://www.popehat.com/2009/06/29/storygames-ftw/comment-page-1/#comment-34323</link>
		<dc:creator>Chris</dc:creator>
		<pubDate>Tue, 30 Jun 2009 19:04:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.popehat.com/?p=5054#comment-34323</guid>
		<description>I loved the Ghostbusters RPG - I still have my ghost die.</description>
		<content:encoded><![CDATA[<p>I loved the Ghostbusters RPG &#8211; I still have my ghost die.</p>
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		<title>By: Ezra</title>
		<link>http://www.popehat.com/2009/06/29/storygames-ftw/comment-page-1/#comment-34310</link>
		<dc:creator>Ezra</dc:creator>
		<pubDate>Tue, 30 Jun 2009 17:28:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.popehat.com/?p=5054#comment-34310</guid>
		<description>Patrick, I think Paranoia was definitely an ur-Storygame. The mechanics and individual characters were secondary to the story being told. Actually, West End the company that originally made Paranoia also made another proto-Storygame, the Ghostbusters RPG. It was definitely mechanics light. It did have one die with a ghost symbol on it, and if you rolled the ghost, no matter what you were doing, you automatically failed in the most humourous way possible. It was a great idea!

I&#039;ve literally played every incarnation of D&amp;D and it is fascinating to watch the development from miniature combat system to individual character based role playing game back to minis combat. I actually sort of like the 3.5 version, as the best balance of the two.

Oh Traveler! We definitely spent more time making characters than actually playing the game. It was a great system.</description>
		<content:encoded><![CDATA[<p>Patrick, I think Paranoia was definitely an ur-Storygame. The mechanics and individual characters were secondary to the story being told. Actually, West End the company that originally made Paranoia also made another proto-Storygame, the Ghostbusters RPG. It was definitely mechanics light. It did have one die with a ghost symbol on it, and if you rolled the ghost, no matter what you were doing, you automatically failed in the most humourous way possible. It was a great idea!</p>
<p>I've literally played every incarnation of D&#038;D and it is fascinating to watch the development from miniature combat system to individual character based role playing game back to minis combat. I actually sort of like the 3.5 version, as the best balance of the two.</p>
<p>Oh Traveler! We definitely spent more time making characters than actually playing the game. It was a great system.</p>
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		<title>By: Chris</title>
		<link>http://www.popehat.com/2009/06/29/storygames-ftw/comment-page-1/#comment-34304</link>
		<dc:creator>Chris</dc:creator>
		<pubDate>Tue, 30 Jun 2009 16:20:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.popehat.com/?p=5054#comment-34304</guid>
		<description>Every single version of D&amp;D has had someone whining about how it destroyed the spirit of the game.  

But yes, Paranoia....  Fantastic experience, crappy game.</description>
		<content:encoded><![CDATA[<p>Every single version of D&amp;D has had someone whining about how it destroyed the spirit of the game.  </p>
<p>But yes, Paranoia&#8230;.  Fantastic experience, crappy game.</p>
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		<title>By: Darth Doc</title>
		<link>http://www.popehat.com/2009/06/29/storygames-ftw/comment-page-1/#comment-34294</link>
		<dc:creator>Darth Doc</dc:creator>
		<pubDate>Tue, 30 Jun 2009 14:11:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.popehat.com/?p=5054#comment-34294</guid>
		<description>Actually Dungeons and Dragons has its roots as a table top wargame. The focus was on individuals characters, rather than armies, but the original engine was a tabletop miniatures engine, converted to pencil. When the so-called edition 2.5 came out, the original nature of the game began to be perverted into something unrecognizable by the First edition devotees.</description>
		<content:encoded><![CDATA[<p>Actually Dungeons and Dragons has its roots as a table top wargame. The focus was on individuals characters, rather than armies, but the original engine was a tabletop miniatures engine, converted to pencil. When the so-called edition 2.5 came out, the original nature of the game began to be perverted into something unrecognizable by the First edition devotees.</p>
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		<title>By: Scott Jacobs</title>
		<link>http://www.popehat.com/2009/06/29/storygames-ftw/comment-page-1/#comment-34265</link>
		<dc:creator>Scott Jacobs</dc:creator>
		<pubDate>Tue, 30 Jun 2009 07:32:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.popehat.com/?p=5054#comment-34265</guid>
		<description>Ah, Paranoia...  The game of constant death and rebirth...

I also miss Traveler...  Where else could you gen a character and have it die DURING CHARACTER CREATION???

God I loved that game...</description>
		<content:encoded><![CDATA[<p>Ah, Paranoia&#8230;  The game of constant death and rebirth&#8230;</p>
<p>I also miss Traveler&#8230;  Where else could you gen a character and have it die DURING CHARACTER CREATION???</p>
<p>God I loved that game&#8230;</p>
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		<title>By: Patrick</title>
		<link>http://www.popehat.com/2009/06/29/storygames-ftw/comment-page-1/#comment-34242</link>
		<dc:creator>Patrick</dc:creator>
		<pubDate>Tue, 30 Jun 2009 01:44:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.popehat.com/?p=5054#comment-34242</guid>
		<description>Mechanics schmechanics.  Paranoia was one of the worst games ever made, mechanically speaking, but oh the world, and the stories it allowed players to tell.

Halfway into my first session of the game we stopped rolling dice, because they weren&#039;t necessary.</description>
		<content:encoded><![CDATA[<p>Mechanics schmechanics.  Paranoia was one of the worst games ever made, mechanically speaking, but oh the world, and the stories it allowed players to tell.</p>
<p>Halfway into my first session of the game we stopped rolling dice, because they weren't necessary.</p>
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		<title>By: TJIC</title>
		<link>http://www.popehat.com/2009/06/29/storygames-ftw/comment-page-1/#comment-34237</link>
		<dc:creator>TJIC</dc:creator>
		<pubDate>Tue, 30 Jun 2009 01:10:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.popehat.com/?p=5054#comment-34237</guid>
		<description>I&#039;ve got the RPG book.  It looks interesting, but the mechanics are a bit wonky.  Maybe they&#039;re great, but they&#039;re not very GURPSy or nerdy.

I am, however, a huge fan of the comic on which the game is based:

http://heavyink.com/title/451-Mouse-Guard-Winter-1152</description>
		<content:encoded><![CDATA[<p>I've got the RPG book.  It looks interesting, but the mechanics are a bit wonky.  Maybe they're great, but they're not very GURPSy or nerdy.</p>
<p>I am, however, a huge fan of the comic on which the game is based:</p>
<p><a href="http://heavyink.com/title/451-Mouse-Guard-Winter-1152" rel="nofollow">http://heavyink.com/title/451-Mouse-Guard-Winter-1152</a></p>
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