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	<title>Comments on: Wild Blue Playtest</title>
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	<link>http://www.gamecrafters.net/archives/240</link>
	<description>Advice on making your game great.</description>
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		<title>By: Brian</title>
		<link>http://www.gamecrafters.net/archives/240/comment-page-1#comment-11923</link>
		<dc:creator>Brian</dc:creator>
		<pubDate>Wed, 11 Apr 2007 23:00:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamecrafters.net/archives/240#comment-11923</guid>
		<description>To be fair, crumpets never actually exchanged hands (though everything else certainly did).

As to your comment about drives and their relationship to experience, I have to admit that I had the same concern for a while.  But then I thought: &quot;So?&quot;  This game system is really supposed to be able to become what you want it to be; I want it to meet the needs of the gaming group as best as it possibly can.  In a gaming group like you, me, and Mike, extra rules regulating how much experience you get from drives aren&#039;t really necessary, because you guys were more concerned with having fun, doing good role-playing, and finding out what would happen next than with leveling up and grabbing phat lewt.  And what if a gaming group goes the other way?  Is there really a problem with that?  If the GM wants to allow every tiny use of a drive for getting and spending drive tokens for quick experience, and the players are down with that too, then what&#039;s the problem?  I say, let people play that way if they want to.  

Truthfully, I fell like I should have been handing out more drive tokens and you guys should have been spending them more often; I mean, you guys each wound up with about 4 or 5 experience at the end, and that didn&#039;t seem like enough to me.  That&#039;s just a gut feeling, though; I don&#039;t know if there&#039;s anything to it.  Also, bear in mind that you can&#039;t actually gain a drive token from a roll that you spend one on, so it&#039;s not &lt;i&gt;exactly&lt;/i&gt; wagering.</description>
		<content:encoded><![CDATA[<p>To be fair, crumpets never actually exchanged hands (though everything else certainly did).</p>
<p>As to your comment about drives and their relationship to experience, I have to admit that I had the same concern for a while.  But then I thought: &#8220;So?&#8221;  This game system is really supposed to be able to become what you want it to be; I want it to meet the needs of the gaming group as best as it possibly can.  In a gaming group like you, me, and Mike, extra rules regulating how much experience you get from drives aren&#8217;t really necessary, because you guys were more concerned with having fun, doing good role-playing, and finding out what would happen next than with leveling up and grabbing phat lewt.  And what if a gaming group goes the other way?  Is there really a problem with that?  If the GM wants to allow every tiny use of a drive for getting and spending drive tokens for quick experience, and the players are down with that too, then what&#8217;s the problem?  I say, let people play that way if they want to.  </p>
<p>Truthfully, I fell like I should have been handing out more drive tokens and you guys should have been spending them more often; I mean, you guys each wound up with about 4 or 5 experience at the end, and that didn&#8217;t seem like enough to me.  That&#8217;s just a gut feeling, though; I don&#8217;t know if there&#8217;s anything to it.  Also, bear in mind that you can&#8217;t actually gain a drive token from a roll that you spend one on, so it&#8217;s not <i>exactly</i> wagering.</p>
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		<title>By: Rich</title>
		<link>http://www.gamecrafters.net/archives/240/comment-page-1#comment-11897</link>
		<dc:creator>Rich</dc:creator>
		<pubDate>Wed, 11 Apr 2007 01:39:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamecrafters.net/archives/240#comment-11897</guid>
		<description>I think I liked my summary from the gameplay itself &quot;Mike had tea and Crumpets while I got beer and strumpets.&quot;  Great session, game mechanics worked pretty well, just wish we could have gotten to more of the &quot;meat&quot; or the scenario.  I&#039;m still trying to decide on whether I like the Motivation usage for XP thing - it is good for ecouraging the accomplishment of character driven goals/motivations, but I can see it getting abused pretty easily.  I know, I know, good GMs and social contracts can mitigate it, but if I had thought of it more often, I could wager a token on easy rolls that forward my motivations - especially since I can make motivations at any time.  However, I don&#039;t have any good alternatives at the moment.  I&#039;ll back burner it and see if anything boils over from an unattended pot.</description>
		<content:encoded><![CDATA[<p>I think I liked my summary from the gameplay itself &#8220;Mike had tea and Crumpets while I got beer and strumpets.&#8221;  Great session, game mechanics worked pretty well, just wish we could have gotten to more of the &#8220;meat&#8221; or the scenario.  I&#8217;m still trying to decide on whether I like the Motivation usage for XP thing &#8211; it is good for ecouraging the accomplishment of character driven goals/motivations, but I can see it getting abused pretty easily.  I know, I know, good GMs and social contracts can mitigate it, but if I had thought of it more often, I could wager a token on easy rolls that forward my motivations &#8211; especially since I can make motivations at any time.  However, I don&#8217;t have any good alternatives at the moment.  I&#8217;ll back burner it and see if anything boils over from an unattended pot.</p>
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