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	<title>Comments for inky has a blog</title>
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	<link>http://inky.org/blog</link>
	<description>inky writes about stuff</description>
	<lastBuildDate>Thu, 19 Jan 2012 17:47:29 +0000</lastBuildDate>
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		<title>Comment on D&amp;D 5e by Sean B</title>
		<link>http://inky.org/blog/?p=278&#038;cpage=1#comment-1824</link>
		<dc:creator>Sean B</dc:creator>
		<pubDate>Thu, 19 Jan 2012 17:47:29 +0000</pubDate>
		<guid isPermaLink="false">http://inky.org/blog/?p=278#comment-1824</guid>
		<description><![CDATA[The ampersand is important because if it were &quot;Dungeons and Dragons&quot; the abbreviation would be &quot;DaD&quot;, but D&amp;D 5th is clearly _not_ your father&#039;s D&amp;D.]]></description>
		<content:encoded><![CDATA[<p>The ampersand is important because if it were &#8220;Dungeons and Dragons&#8221; the abbreviation would be &#8220;DaD&#8221;, but D&amp;D 5th is clearly _not_ your father&#8217;s D&amp;D.</p>
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		<title>Comment on Agents of Empire: the Importance of Metaphor by Jason Dyer</title>
		<link>http://inky.org/blog/?p=263&#038;cpage=1#comment-1766</link>
		<dc:creator>Jason Dyer</dc:creator>
		<pubDate>Mon, 25 Jul 2011 22:37:03 +0000</pubDate>
		<guid isPermaLink="false">http://inky.org/blog/?p=263#comment-1766</guid>
		<description><![CDATA[I also think on the exploration side it pretty much was solo quests, which is restrictive even in straight D&amp;D as to what you can pull off. I did attempt to get someone to tag along on my own adventure but people were too distracted by everything else and gameplay-wise it wasn&#039;t worth it to spend a player turn just to add a 2nd team member to an expedition.

In the future with a similar area I wouldn&#039;t mind sending our Explorer unit in and having him deal with things, except that twice during the game explorers (in other Houses) have disappeared.

I also find Lensman in general to have been a more useful metaphor to have in mind than Star Wars (I got to thinking of the setting as Lensman + Dune with wacky inky humor tossed in). Star Wars as a feel really needs one implacable Enemy, rather than two warring ones where alliances could be played off each other and so forth.]]></description>
		<content:encoded><![CDATA[<p>I also think on the exploration side it pretty much was solo quests, which is restrictive even in straight D&amp;D as to what you can pull off. I did attempt to get someone to tag along on my own adventure but people were too distracted by everything else and gameplay-wise it wasn&#8217;t worth it to spend a player turn just to add a 2nd team member to an expedition.</p>
<p>In the future with a similar area I wouldn&#8217;t mind sending our Explorer unit in and having him deal with things, except that twice during the game explorers (in other Houses) have disappeared.</p>
<p>I also find Lensman in general to have been a more useful metaphor to have in mind than Star Wars (I got to thinking of the setting as Lensman + Dune with wacky inky humor tossed in). Star Wars as a feel really needs one implacable Enemy, rather than two warring ones where alliances could be played off each other and so forth.</p>
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		<title>Comment on Board Game: the RPG by Iain</title>
		<link>http://inky.org/blog/?p=256&#038;cpage=1#comment-1733</link>
		<dc:creator>Iain</dc:creator>
		<pubDate>Tue, 26 Apr 2011 23:33:25 +0000</pubDate>
		<guid isPermaLink="false">http://inky.org/blog/?p=256#comment-1733</guid>
		<description><![CDATA[Also also, maybe simultaneous moves would be a good idea, to ensure the game keeps progressing reasonably smoothly?]]></description>
		<content:encoded><![CDATA[<p>Also also, maybe simultaneous moves would be a good idea, to ensure the game keeps progressing reasonably smoothly?</p>
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		<title>Comment on Board Game: the RPG by Iain</title>
		<link>http://inky.org/blog/?p=256&#038;cpage=1#comment-1732</link>
		<dc:creator>Iain</dc:creator>
		<pubDate>Tue, 26 Apr 2011 23:24:12 +0000</pubDate>
		<guid isPermaLink="false">http://inky.org/blog/?p=256#comment-1732</guid>
		<description><![CDATA[Some more possible gameplay inspirations: Vinci (out of print, alas) and Small World (streamlined sequel). Vinci had a really nice simple deterministic mechanism for resolving battles, and Small World adds a nice twist on top where you get to roll one die for your final battle each round—helps resolve the inevitable rounding error.]]></description>
		<content:encoded><![CDATA[<p>Some more possible gameplay inspirations: Vinci (out of print, alas) and Small World (streamlined sequel). Vinci had a really nice simple deterministic mechanism for resolving battles, and Small World adds a nice twist on top where you get to roll one die for your final battle each round—helps resolve the inevitable rounding error.</p>
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		<title>Comment on Lucky Numbers RPG by Lucian</title>
		<link>http://inky.org/blog/?p=225&#038;cpage=1#comment-1639</link>
		<dc:creator>Lucian</dc:creator>
		<pubDate>Fri, 23 Jul 2010 18:35:49 +0000</pubDate>
		<guid isPermaLink="false">http://inky.org/blog/?p=225#comment-1639</guid>
		<description><![CDATA[This is pretty cool!  I like it.  And after reading the comments, I am taken with the idea of the variant where the number line is a shared and competed-over resource between the PCs and the GM, and you can trade, but only with the GM.]]></description>
		<content:encoded><![CDATA[<p>This is pretty cool!  I like it.  And after reading the comments, I am taken with the idea of the variant where the number line is a shared and competed-over resource between the PCs and the GM, and you can trade, but only with the GM.</p>
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		<title>Comment on Lucky Numbers RPG by inky</title>
		<link>http://inky.org/blog/?p=225&#038;cpage=1#comment-1638</link>
		<dc:creator>inky</dc:creator>
		<pubDate>Fri, 23 Jul 2010 16:17:44 +0000</pubDate>
		<guid isPermaLink="false">http://inky.org/blog/?p=225#comment-1638</guid>
		<description><![CDATA[&lt;b&gt;katre&lt;/b&gt;: Yeah, definitely. Presumably you can just have the cost be the numerator (over 36) for the probability of the number coming up. I guess yet another possibility is to charge different amounts for different token types; would you rather have a minor strength token on the 8, or a major strength token on the 10?

&lt;b&gt;Touchy&lt;/b&gt;, &lt;b&gt;Jota&lt;/b&gt;: Yeah, for this to work (and be balanced) you probably need everyone to roll exactly once per turn, and (at least the way I&#039;m picturing it), you only spend or accumulate tokens during &quot;extended conflicts&quot;, not for single-shot rolls (and when the conflict is over, your token pool is emptied). If you have all that, I&#039;m thinking it&#039;s probably ok to charge tokens for most actions, since that seems to work for Settlers*. In theory you should be getting some tokens each go-round, so you should always have some to spend on your turn, though perhaps not the type you want; if you get unlucky or want to save your tokens for a bigger thing later, you can do one of the free basic actions.

*Settlers, admittedly, has trading with people to get the token types you need as well as getting them via rolling, but I&#039;m hoping the greater control you have over your tokens here will balance that out.]]></description>
		<content:encoded><![CDATA[<p><b>katre</b>: Yeah, definitely. Presumably you can just have the cost be the numerator (over 36) for the probability of the number coming up. I guess yet another possibility is to charge different amounts for different token types; would you rather have a minor strength token on the 8, or a major strength token on the 10?</p>
<p><b>Touchy</b>, <b>Jota</b>: Yeah, for this to work (and be balanced) you probably need everyone to roll exactly once per turn, and (at least the way I&#8217;m picturing it), you only spend or accumulate tokens during &#8220;extended conflicts&#8221;, not for single-shot rolls (and when the conflict is over, your token pool is emptied). If you have all that, I&#8217;m thinking it&#8217;s probably ok to charge tokens for most actions, since that seems to work for Settlers*. In theory you should be getting some tokens each go-round, so you should always have some to spend on your turn, though perhaps not the type you want; if you get unlucky or want to save your tokens for a bigger thing later, you can do one of the free basic actions.</p>
<p>*Settlers, admittedly, has trading with people to get the token types you need as well as getting them via rolling, but I&#8217;m hoping the greater control you have over your tokens here will balance that out.</p>
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		<title>Comment on Lucky Numbers RPG by katre</title>
		<link>http://inky.org/blog/?p=225&#038;cpage=1#comment-1637</link>
		<dc:creator>katre</dc:creator>
		<pubDate>Fri, 23 Jul 2010 13:49:00 +0000</pubDate>
		<guid isPermaLink="false">http://inky.org/blog/?p=225#comment-1637</guid>
		<description><![CDATA[(You&#039;ve already got two currencies here that I can see, so adding donuts as a third currency seems very sensible to me. Also, since people keep eating them, there&#039;s no worry about inflation.)]]></description>
		<content:encoded><![CDATA[<p>(You&#8217;ve already got two currencies here that I can see, so adding donuts as a third currency seems very sensible to me. Also, since people keep eating them, there&#8217;s no worry about inflation.)</p>
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		<title>Comment on Lucky Numbers RPG by katre</title>
		<link>http://inky.org/blog/?p=225&#038;cpage=1#comment-1636</link>
		<dc:creator>katre</dc:creator>
		<pubDate>Fri, 23 Jul 2010 13:48:21 +0000</pubDate>
		<guid isPermaLink="false">http://inky.org/blog/?p=225#comment-1636</guid>
		<description><![CDATA[Really, you&#039;d want the spots to have different costs, because it sets up a nice problem for the player. &quot;Hmm, I can put this marker on 4, and it only costs me 1 donut, but it never comes up. 8s come up all the time but that costs 3 donuts!&quot;]]></description>
		<content:encoded><![CDATA[<p>Really, you&#8217;d want the spots to have different costs, because it sets up a nice problem for the player. &#8220;Hmm, I can put this marker on 4, and it only costs me 1 donut, but it never comes up. 8s come up all the time but that costs 3 donuts!&#8221;</p>
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		<title>Comment on Lucky Numbers RPG by Jota</title>
		<link>http://inky.org/blog/?p=225&#038;cpage=1#comment-1635</link>
		<dc:creator>Jota</dc:creator>
		<pubDate>Fri, 23 Jul 2010 12:42:18 +0000</pubDate>
		<guid isPermaLink="false">http://inky.org/blog/?p=225#comment-1635</guid>
		<description><![CDATA[Wouldn&#039;t a system like this encourage the party to try to roll the dice as much as possible?]]></description>
		<content:encoded><![CDATA[<p>Wouldn&#8217;t a system like this encourage the party to try to roll the dice as much as possible?</p>
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		<title>Comment on Lucky Numbers RPG by Touchy</title>
		<link>http://inky.org/blog/?p=225&#038;cpage=1#comment-1634</link>
		<dc:creator>Touchy</dc:creator>
		<pubDate>Fri, 23 Jul 2010 12:30:25 +0000</pubDate>
		<guid isPermaLink="false">http://inky.org/blog/?p=225#comment-1634</guid>
		<description><![CDATA[Sounds like an interesting idea. I have two remarks:
a) You have to be careful not to even out the odds. Basically giving people these tokens to fix misrolls () might make it too easy to just pass any challenge. And failing something or doing something exceptionally well always makes for good storytelling.
b) I&#039;m not sure I like the mana comparison. I think most actions shouldn&#039;t cost anything to give the players the freedom to try whatever they think would be cool.]]></description>
		<content:encoded><![CDATA[<p>Sounds like an interesting idea. I have two remarks:<br />
a) You have to be careful not to even out the odds. Basically giving people these tokens to fix misrolls () might make it too easy to just pass any challenge. And failing something or doing something exceptionally well always makes for good storytelling.<br />
b) I&#8217;m not sure I like the mana comparison. I think most actions shouldn&#8217;t cost anything to give the players the freedom to try whatever they think would be cool.</p>
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