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	<title>Comments for Xose Lucero</title>
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	<link>http://xoselucero.com</link>
	<description>One Sloth Against the World!</description>
	<lastBuildDate>Sun, 13 Jun 2010 08:00:43 +0000</lastBuildDate>
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		<title>Comment on Announcing: Triunity by berin kinsman</title>
		<link>http://xoselucero.com/announcing-triunity/comment-page-1#comment-29</link>
		<dc:creator>berin kinsman</dc:creator>
		<pubDate>Sun, 13 Jun 2010 08:00:43 +0000</pubDate>
		<guid isPermaLink="false">http://xoselucero.com/?p=136#comment-29</guid>
		<description>I look forward to your pretension.</description>
		<content:encoded><![CDATA[<p>I look forward to your pretension.</p>
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		<title>Comment on The Dragon&#8217;s Lair by Xose Lucero</title>
		<link>http://xoselucero.com/the-dragons-lair/comment-page-1#comment-18</link>
		<dc:creator>Xose Lucero</dc:creator>
		<pubDate>Fri, 28 May 2010 08:17:49 +0000</pubDate>
		<guid isPermaLink="false">http://xoselucero.com/?p=52#comment-18</guid>
		<description>There&#039;s been some confusion so I want to set the record straight: this is a real place.</description>
		<content:encoded><![CDATA[<p>There&#8217;s been some confusion so I want to set the record straight: this is a real place.</p>
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		<title>Comment on The Standard Disclaimer by drcheckmate</title>
		<link>http://xoselucero.com/the-standard-disclaimer/comment-page-1#comment-17</link>
		<dc:creator>drcheckmate</dc:creator>
		<pubDate>Tue, 25 May 2010 10:59:43 +0000</pubDate>
		<guid isPermaLink="false">http://xoselucero.com/?p=92#comment-17</guid>
		<description>Aaah... I feel so at home here. You and da bear are going to have to fight over who gets me to visit on Thanksgiving and Christmas.

Easters are mine for the rabbit eatin&#039;.</description>
		<content:encoded><![CDATA[<p>Aaah&#8230; I feel so at home here. You and da bear are going to have to fight over who gets me to visit on Thanksgiving and Christmas.</p>
<p>Easters are mine for the rabbit eatin&#8217;.</p>
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		<title>Comment on The Standard Disclaimer by Xose Lucero</title>
		<link>http://xoselucero.com/the-standard-disclaimer/comment-page-1#comment-16</link>
		<dc:creator>Xose Lucero</dc:creator>
		<pubDate>Tue, 25 May 2010 06:20:31 +0000</pubDate>
		<guid isPermaLink="false">http://xoselucero.com/?p=92#comment-16</guid>
		<description>You have reached enlightenment.</description>
		<content:encoded><![CDATA[<p>You have reached enlightenment.</p>
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		<title>Comment on The Standard Disclaimer by Rickiton</title>
		<link>http://xoselucero.com/the-standard-disclaimer/comment-page-1#comment-14</link>
		<dc:creator>Rickiton</dc:creator>
		<pubDate>Tue, 25 May 2010 04:19:23 +0000</pubDate>
		<guid isPermaLink="false">http://xoselucero.com/?p=92#comment-14</guid>
		<description>&lt;blockquote&gt;I think it finds the proper balance between conciliatory and intentionally offensive.&lt;/blockquote&gt;

Thats the proper balance? .........Well it looks fully offensive.</description>
		<content:encoded><![CDATA[<blockquote><p>I think it finds the proper balance between conciliatory and intentionally offensive.</p></blockquote>
<p>Thats the proper balance? &#8230;&#8230;&#8230;Well it looks fully offensive.</p>
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		<title>Comment on The Wall of Awesome by Berin Kinsman</title>
		<link>http://xoselucero.com/the-wall-of-awesome/comment-page-1#comment-12</link>
		<dc:creator>Berin Kinsman</dc:creator>
		<pubDate>Sat, 22 May 2010 01:07:17 +0000</pubDate>
		<guid isPermaLink="false">http://xoselucero.com/?p=73#comment-12</guid>
		<description>Nice wall. I few there I need to find room to add to mine.</description>
		<content:encoded><![CDATA[<p>Nice wall. I few there I need to find room to add to mine.</p>
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		<title>Comment on The Wall of Awesome by drcheckmate</title>
		<link>http://xoselucero.com/the-wall-of-awesome/comment-page-1#comment-10</link>
		<dc:creator>drcheckmate</dc:creator>
		<pubDate>Thu, 20 May 2010 19:08:27 +0000</pubDate>
		<guid isPermaLink="false">http://xoselucero.com/?p=73#comment-10</guid>
		<description>I might tackle this after I&#039;ve moved.

Good list... I think I would start with Samuel Clemens, Benjamin Franklin, and then go from there. We would definitely have Alice in common... Possibly Hepburn.</description>
		<content:encoded><![CDATA[<p>I might tackle this after I&#8217;ve moved.</p>
<p>Good list&#8230; I think I would start with Samuel Clemens, Benjamin Franklin, and then go from there. We would definitely have Alice in common&#8230; Possibly Hepburn.</p>
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		<title>Comment on Dove by Xose Lucero</title>
		<link>http://xoselucero.com/dove/comment-page-1#comment-8</link>
		<dc:creator>Xose Lucero</dc:creator>
		<pubDate>Sat, 15 May 2010 16:42:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.xoselucero.com/?p=37#comment-8</guid>
		<description>You raise some very interesting questions.

Every role-playing game has rules, sometimes strict rules, for role-playing. The thing is, usually those rules are provided by the players, aren&#039;t written down or expressed until they&#039;re broken, and may not be the same for everyone at the table.

I&#039;m suggesting that games can provide those rules themselves, and make sure they support the rest of the game&#039;s mechanics.

Rules don&#039;t have to involve dice, as diceless RPGs demonstrate. I don&#039;t want to see games where you roll 2d6+WIL to determine if your character is redeemed. I don&#039;t have a fully realized alternative suggestion yet (working on it). But I&#039;m convinced that the rules determine the kind of play you get out of a game. If you have a lot of rules for combat, you&#039;ll get a lot of combat. If you have rules for role-playing, you might get role-playing without hoping it emerges from the players&#039; different unspoken desires.

I think games like &lt;i&gt;Prime Time Adventures&lt;/i&gt; point in that direction and show that it might be possible to have rules for role-playing without killing the spirit of role-playing.

I&#039;ll get back to you on this. :)</description>
		<content:encoded><![CDATA[<p>You raise some very interesting questions.</p>
<p>Every role-playing game has rules, sometimes strict rules, for role-playing. The thing is, usually those rules are provided by the players, aren&#8217;t written down or expressed until they&#8217;re broken, and may not be the same for everyone at the table.</p>
<p>I&#8217;m suggesting that games can provide those rules themselves, and make sure they support the rest of the game&#8217;s mechanics.</p>
<p>Rules don&#8217;t have to involve dice, as diceless RPGs demonstrate. I don&#8217;t want to see games where you roll 2d6+WIL to determine if your character is redeemed. I don&#8217;t have a fully realized alternative suggestion yet (working on it). But I&#8217;m convinced that the rules determine the kind of play you get out of a game. If you have a lot of rules for combat, you&#8217;ll get a lot of combat. If you have rules for role-playing, you might get role-playing without hoping it emerges from the players&#8217; different unspoken desires.</p>
<p>I think games like <i>Prime Time Adventures</i> point in that direction and show that it might be possible to have rules for role-playing without killing the spirit of role-playing.</p>
<p>I&#8217;ll get back to you on this. <img src='http://xoselucero.com/wordpress/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>Comment on My Role-playing Credentials by Xose Lucero</title>
		<link>http://xoselucero.com/my-role-playing-credentials/comment-page-1#comment-7</link>
		<dc:creator>Xose Lucero</dc:creator>
		<pubDate>Sat, 15 May 2010 16:29:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.xoselucero.com/?p=20#comment-7</guid>
		<description>Nice to see you, Doc.

&quot;Class roles are well-defined.&quot;
It might have been better to say, &quot;They&#039;ve strengthened class roles.&quot; The different classes are almost equally &lt;i&gt;necessary&lt;/i&gt; for an effective party, and that means more meaningful choice for players and more equal participation during play.

&quot;And the rules encourage and reward party unity!&quot;
Previous editions failed to encourage it. From a game design standpoint, I think that&#039;s the same as discouraging it, but I recognize that it&#039;s a splittable hair.

I agree that unified mechanics aren&#039;t necessary for a good game. But, just for an example, significantly different mechanics for different types of characters can act as a barrier to new players and GMs. It&#039;s easier to pick up a new game if you only have to learn one set of rules. Making all character types function the same on a mechanical level might not be the best choice for role-playing, but from the standpoint of a game meant for people to play and enjoy, I think it&#039;s a worthy goal.</description>
		<content:encoded><![CDATA[<p>Nice to see you, Doc.</p>
<p>&#8220;Class roles are well-defined.&#8221;<br />
It might have been better to say, &#8220;They&#8217;ve strengthened class roles.&#8221; The different classes are almost equally <i>necessary</i> for an effective party, and that means more meaningful choice for players and more equal participation during play.</p>
<p>&#8220;And the rules encourage and reward party unity!&#8221;<br />
Previous editions failed to encourage it. From a game design standpoint, I think that&#8217;s the same as discouraging it, but I recognize that it&#8217;s a splittable hair.</p>
<p>I agree that unified mechanics aren&#8217;t necessary for a good game. But, just for an example, significantly different mechanics for different types of characters can act as a barrier to new players and GMs. It&#8217;s easier to pick up a new game if you only have to learn one set of rules. Making all character types function the same on a mechanical level might not be the best choice for role-playing, but from the standpoint of a game meant for people to play and enjoy, I think it&#8217;s a worthy goal.</p>
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		<title>Comment on Dove by drcheckmate</title>
		<link>http://xoselucero.com/dove/comment-page-1#comment-6</link>
		<dc:creator>drcheckmate</dc:creator>
		<pubDate>Sat, 15 May 2010 10:36:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.xoselucero.com/?p=37#comment-6</guid>
		<description>&quot;Another problem is that Cyberpunk 2020 doesn&#039;t actually have any rules for dealing with the themes I built in to Dove. The rules define how to play but they also limit what can be played.&quot;

This sounds like you are suggesting rules for role-playing, which sounds like a form of rail roading to me. When I think of rules I think of &quot;times at the table when we throw dice,&quot; everything else is roles and role-playing. Tales of redemption (or, not) like Dove seems to beg are NOT going to come from rules. Ever.

This is why I bristle when people call 4e&#039;s Skill Challenge System a new or innovative thing. Well, it&#039;s part of the reason, but I digress.</description>
		<content:encoded><![CDATA[<p>&#8220;Another problem is that Cyberpunk 2020 doesn&#8217;t actually have any rules for dealing with the themes I built in to Dove. The rules define how to play but they also limit what can be played.&#8221;</p>
<p>This sounds like you are suggesting rules for role-playing, which sounds like a form of rail roading to me. When I think of rules I think of &#8220;times at the table when we throw dice,&#8221; everything else is roles and role-playing. Tales of redemption (or, not) like Dove seems to beg are NOT going to come from rules. Ever.</p>
<p>This is why I bristle when people call 4e&#8217;s Skill Challenge System a new or innovative thing. Well, it&#8217;s part of the reason, but I digress.</p>
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