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	<title>Comments on: Diaspora:</title>
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	<link>http://www.deadlyfredly.com/2009/11/diaspora/</link>
	<description>Gaming. Publishing. Media. Food. Fatherhood.</description>
	<lastBuildDate>Tue, 07 Sep 2010 03:49:19 +0000</lastBuildDate>
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		<title>By: TERRIBLEMINDS: Chuck Wendig, Freelance Penmonkey &#187; Blog Archive &#187; Painting With Shotguns XIV</title>
		<link>http://www.deadlyfredly.com/2009/11/diaspora/comment-page-1/#comment-100</link>
		<dc:creator>TERRIBLEMINDS: Chuck Wendig, Freelance Penmonkey &#187; Blog Archive &#187; Painting With Shotguns XIV</dc:creator>
		<pubDate>Fri, 04 Dec 2009 12:23:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.deadlyfredly.com/?p=37#comment-100</guid>
		<description>[...] supremacy. Succeed together or intellectually masturbate alone. Oh, that there Fred Hicks has some interesting chatter about Diaspora (though the post serves you better if you&#8217;ve read the game, which I have not). I&#8217;ll [...]</description>
		<content:encoded><![CDATA[<p>[...] supremacy. Succeed together or intellectually masturbate alone. Oh, that there Fred Hicks has some interesting chatter about Diaspora (though the post serves you better if you&#8217;ve read the game, which I have not). I&#8217;ll [...]</p>
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		<title>By: Fred Hicks</title>
		<link>http://www.deadlyfredly.com/2009/11/diaspora/comment-page-1/#comment-98</link>
		<dc:creator>Fred Hicks</dc:creator>
		<pubDate>Thu, 03 Dec 2009 21:39:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.deadlyfredly.com/?p=37#comment-98</guid>
		<description>That focus is a little too relentless for me, though. Because we&#039;re looking at a relentless collision with the issues, the issues never get to sneak up on me. See the foundational notions of this series posts: Vinge fiction works for me because his big ideas aren&#039;t constantly kicking me in the balls.  They&#039;re sneaky. At the end of the day, I&#039;m looking more for the experience of the frog in the slowly boiling pot.  Which is why at the end of the day I&#039;m suggesting that embedding the issues in the setting, available to be explored but not constantly clubbing the characters, may be the way to get me my absorbed/sympathetic/identification itch scratched.</description>
		<content:encoded><![CDATA[<p>That focus is a little too relentless for me, though. Because we&#8217;re looking at a relentless collision with the issues, the issues never get to sneak up on me. See the foundational notions of this series posts: Vinge fiction works for me because his big ideas aren&#8217;t constantly kicking me in the balls.  They&#8217;re sneaky. At the end of the day, I&#8217;m looking more for the experience of the frog in the slowly boiling pot.  Which is why at the end of the day I&#8217;m suggesting that embedding the issues in the setting, available to be explored but not constantly clubbing the characters, may be the way to get me my absorbed/sympathetic/identification itch scratched.</p>
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		<title>By: Joshua A.C. Newman</title>
		<link>http://www.deadlyfredly.com/2009/11/diaspora/comment-page-1/#comment-97</link>
		<dc:creator>Joshua A.C. Newman</dc:creator>
		<pubDate>Thu, 03 Dec 2009 21:34:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.deadlyfredly.com/?p=37#comment-97</guid>
		<description>Huh. Antagonists are the primary route toward keeping players focused on Issues. They&#039;re the teeth.

Also, an important thing about the Grid that I guess isn&#039;t obvious: because no one&#039;s in complete control of it, it surprises everyone, all the time. You use it at the beginning to allocate authority, to give those with the most exciting ideas about a particular subject the reins on that subject. It tells who who gets to spin Minutiæ according to their vision. Without a GM role (and this is the reason Shock: doesn&#039;t have one), you wind up with everyone doing the thing they&#039;re most excited about (and often the things they know the most about), and the combination is always weird. FATE has a GM, which means that the Grid will sort of give an idea of what to do, but doesn&#039;t give you the tools for how to do it. Conflicts of interest abound, with the effective Antag player throwing down all the relevant Minutiæ, which again, have only tenuous connection to the situation. 

Since no one is audience, there&#039;s no judge of the awesomeness of any idea. The only sense of humor twisting the environment is the GM&#039;s.

I&#039;d like to sit down with you at a con sometime and try this out. I can probably learn something from the process (not least of all, how FATE works), and maybe we&#039;ll be able to effectively scratch your itch, too.</description>
		<content:encoded><![CDATA[<p>Huh. Antagonists are the primary route toward keeping players focused on Issues. They&#8217;re the teeth.</p>
<p>Also, an important thing about the Grid that I guess isn&#8217;t obvious: because no one&#8217;s in complete control of it, it surprises everyone, all the time. You use it at the beginning to allocate authority, to give those with the most exciting ideas about a particular subject the reins on that subject. It tells who who gets to spin Minutiæ according to their vision. Without a GM role (and this is the reason Shock: doesn&#8217;t have one), you wind up with everyone doing the thing they&#8217;re most excited about (and often the things they know the most about), and the combination is always weird. FATE has a GM, which means that the Grid will sort of give an idea of what to do, but doesn&#8217;t give you the tools for how to do it. Conflicts of interest abound, with the effective Antag player throwing down all the relevant Minutiæ, which again, have only tenuous connection to the situation. </p>
<p>Since no one is audience, there&#8217;s no judge of the awesomeness of any idea. The only sense of humor twisting the environment is the GM&#8217;s.</p>
<p>I&#8217;d like to sit down with you at a con sometime and try this out. I can probably learn something from the process (not least of all, how FATE works), and maybe we&#8217;ll be able to effectively scratch your itch, too.</p>
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		<title>By: Fred Hicks</title>
		<link>http://www.deadlyfredly.com/2009/11/diaspora/comment-page-1/#comment-96</link>
		<dc:creator>Fred Hicks</dc:creator>
		<pubDate>Thu, 03 Dec 2009 21:19:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.deadlyfredly.com/?p=37#comment-96</guid>
		<description>Diaspora&#039;s going for a bigger canvas, I think -- there&#039;s a tight relationship between Protag and Antag in Shock: that&#039;s too intimate, I think, for Diaspora&#039;s priorities.

That isn&#039;t to say that antagonists can&#039;t emerge during character creation. With many characters I&#039;d expect them to, in the Fate style, by coming up in the character&#039;s backstory and getting encoded as relevant via the character&#039;s aspects.

A full on Diaspora/Shock: hybrid would likely need to put some effort into making sure that antagonists are explicitly created as a part of the process (like having an explicit Antagonist phase, perhaps replacing character creation&#039;s Moment of Crisis phase in a way).  But the lighter weight crossbreeding I&#039;m proposing here is more about letting the issues exist out in the environment, and allowing players and characters to encounter them at what is perhaps a less breakneck speed, less strictly directed.</description>
		<content:encoded><![CDATA[<p>Diaspora&#8217;s going for a bigger canvas, I think &#8212; there&#8217;s a tight relationship between Protag and Antag in Shock: that&#8217;s too intimate, I think, for Diaspora&#8217;s priorities.</p>
<p>That isn&#8217;t to say that antagonists can&#8217;t emerge during character creation. With many characters I&#8217;d expect them to, in the Fate style, by coming up in the character&#8217;s backstory and getting encoded as relevant via the character&#8217;s aspects.</p>
<p>A full on Diaspora/Shock: hybrid would likely need to put some effort into making sure that antagonists are explicitly created as a part of the process (like having an explicit Antagonist phase, perhaps replacing character creation&#8217;s Moment of Crisis phase in a way).  But the lighter weight crossbreeding I&#8217;m proposing here is more about letting the issues exist out in the environment, and allowing players and characters to encounter them at what is perhaps a less breakneck speed, less strictly directed.</p>
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		<title>By: Joshua A.C. Newman</title>
		<link>http://www.deadlyfredly.com/2009/11/diaspora/comment-page-1/#comment-95</link>
		<dc:creator>Joshua A.C. Newman</dc:creator>
		<pubDate>Thu, 03 Dec 2009 21:10:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.deadlyfredly.com/?p=37#comment-95</guid>
		<description>Is there a way to generate antagonists?</description>
		<content:encoded><![CDATA[<p>Is there a way to generate antagonists?</p>
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		<title>By: Fred Hicks</title>
		<link>http://www.deadlyfredly.com/2009/11/diaspora/comment-page-1/#comment-54</link>
		<dc:creator>Fred Hicks</dc:creator>
		<pubDate>Mon, 30 Nov 2009 08:26:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.deadlyfredly.com/?p=37#comment-54</guid>
		<description>Lulu has not fixed the issue yet. It&#039;s been over a week.</description>
		<content:encoded><![CDATA[<p>Lulu has not fixed the issue yet. It&#8217;s been over a week.</p>
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		<title>By: Tim K.</title>
		<link>http://www.deadlyfredly.com/2009/11/diaspora/comment-page-1/#comment-53</link>
		<dc:creator>Tim K.</dc:creator>
		<pubDate>Mon, 30 Nov 2009 07:15:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.deadlyfredly.com/?p=37#comment-53</guid>
		<description>I&#039;m wanting to pick up DIASPORA, I like the character focus myself. Since after all that&#039;s a big draw for a LOT of fictional media is the people who exist within them.

Has Lulu fixed the issue yet?
I was thinking of putting it on the to buy list next week, but couldn&#039;t locate it at all...</description>
		<content:encoded><![CDATA[<p>I&#8217;m wanting to pick up DIASPORA, I like the character focus myself. Since after all that&#8217;s a big draw for a LOT of fictional media is the people who exist within them.</p>
<p>Has Lulu fixed the issue yet?<br />
I was thinking of putting it on the to buy list next week, but couldn&#8217;t locate it at all&#8230;</p>
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		<title>By: Brad Murray</title>
		<link>http://www.deadlyfredly.com/2009/11/diaspora/comment-page-1/#comment-48</link>
		<dc:creator>Brad Murray</dc:creator>
		<pubDate>Wed, 25 Nov 2009 23:15:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.deadlyfredly.com/?p=37#comment-48</guid>
		<description>We&#039;ve found so far that really interesting issues already percolate up naturally from the cluster system (linkage being as relevant as stats) but it might be powerful to encode a mechanism for it (or a third axis to derive it from). Thanks for the idea! I may actually nick a variation to push play in Soft Horizon. Hrm, or Soulscape. Think think.</description>
		<content:encoded><![CDATA[<p>We&#8217;ve found so far that really interesting issues already percolate up naturally from the cluster system (linkage being as relevant as stats) but it might be powerful to encode a mechanism for it (or a third axis to derive it from). Thanks for the idea! I may actually nick a variation to push play in Soft Horizon. Hrm, or Soulscape. Think think.</p>
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		<title>By: Fred Hicks</title>
		<link>http://www.deadlyfredly.com/2009/11/diaspora/comment-page-1/#comment-47</link>
		<dc:creator>Fred Hicks</dc:creator>
		<pubDate>Wed, 25 Nov 2009 22:15:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.deadlyfredly.com/?p=37#comment-47</guid>
		<description>&quot;Hard sci fi&quot; is more of a term of genre fiction than it is of gaming! 

2001: A Space Odyssey has a lot of hard sci fi elements in it: grounded notions of physics and space travel and all that. (It has some fantastical elements in it too, so I&#039;m talking more about the mundane parts of the story.)

Star Wars doesn&#039;t. It&#039;s space opera!

That kind of a contrast.</description>
		<content:encoded><![CDATA[<p>&#8220;Hard sci fi&#8221; is more of a term of genre fiction than it is of gaming! </p>
<p>2001: A Space Odyssey has a lot of hard sci fi elements in it: grounded notions of physics and space travel and all that. (It has some fantastical elements in it too, so I&#8217;m talking more about the mundane parts of the story.)</p>
<p>Star Wars doesn&#8217;t. It&#8217;s space opera!</p>
<p>That kind of a contrast.</p>
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		<title>By: JJ Lanza</title>
		<link>http://www.deadlyfredly.com/2009/11/diaspora/comment-page-1/#comment-46</link>
		<dc:creator>JJ Lanza</dc:creator>
		<pubDate>Wed, 25 Nov 2009 22:14:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.deadlyfredly.com/?p=37#comment-46</guid>
		<description>One of the things I&#039;ve noticed about Shock: is that it&#039;s scale is very different from FATE; it is much more intimate. Protagonist and Antagonist create a tug of war that drives the story. The other players operate tangentially through the use of Minutia. I think that relationship between *Tagonists is the important one and fuels character-driven stories through play. 

My experiences with FATE have been where the characters are connected through common threads and feel fairly &#039;complete&#039; before play begins. Play further defines and refines the characters through their actions. Shock: characters seem to have a lot of definition taking place throughout play.

Both games have very different approaches, yet you seem to have found a way to fuse the two processes together very nicely. Nice bit of alchemy.</description>
		<content:encoded><![CDATA[<p>One of the things I&#8217;ve noticed about Shock: is that it&#8217;s scale is very different from FATE; it is much more intimate. Protagonist and Antagonist create a tug of war that drives the story. The other players operate tangentially through the use of Minutia. I think that relationship between *Tagonists is the important one and fuels character-driven stories through play. </p>
<p>My experiences with FATE have been where the characters are connected through common threads and feel fairly &#8216;complete&#8217; before play begins. Play further defines and refines the characters through their actions. Shock: characters seem to have a lot of definition taking place throughout play.</p>
<p>Both games have very different approaches, yet you seem to have found a way to fuse the two processes together very nicely. Nice bit of alchemy.</p>
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		<title>By: Fred Hicks</title>
		<link>http://www.deadlyfredly.com/2009/11/diaspora/comment-page-1/#comment-45</link>
		<dc:creator>Fred Hicks</dc:creator>
		<pubDate>Wed, 25 Nov 2009 22:13:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.deadlyfredly.com/?p=37#comment-45</guid>
		<description>Characters are always from systems in the cluster. The cluster of systems in Diaspora *is* the connective tissue of the setting as far as points of origin are concerned -- there&#039;s nowhere else for the characters to be from.

I would have faith that, having generated the shocks/issues prior to making characters, that players will quickly zero in on character concepts that will engage with those.</description>
		<content:encoded><![CDATA[<p>Characters are always from systems in the cluster. The cluster of systems in Diaspora *is* the connective tissue of the setting as far as points of origin are concerned &#8212; there&#8217;s nowhere else for the characters to be from.</p>
<p>I would have faith that, having generated the shocks/issues prior to making characters, that players will quickly zero in on character concepts that will engage with those.</p>
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		<title>By: Will T.</title>
		<link>http://www.deadlyfredly.com/2009/11/diaspora/comment-page-1/#comment-43</link>
		<dc:creator>Will T.</dc:creator>
		<pubDate>Wed, 25 Nov 2009 21:04:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.deadlyfredly.com/?p=37#comment-43</guid>
		<description>Diaspora has interested me since you started tweeting about it.  I&#039;m curious what you mean by &quot;hard Sci Fi.&quot;  (I&#039;m not too familiar with gaming terms)</description>
		<content:encoded><![CDATA[<p>Diaspora has interested me since you started tweeting about it.  I&#8217;m curious what you mean by &#8220;hard Sci Fi.&#8221;  (I&#8217;m not too familiar with gaming terms)</p>
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		<title>By: Joshua A.C. Newman</title>
		<link>http://www.deadlyfredly.com/2009/11/diaspora/comment-page-1/#comment-41</link>
		<dc:creator>Joshua A.C. Newman</dc:creator>
		<pubDate>Wed, 25 Nov 2009 19:20:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.deadlyfredly.com/?p=37#comment-41</guid>
		<description>Fred, the way Issues move into Protag creation in &lt;a href=&quot;http://glyphpress.com/shock&quot; rel=&quot;nofollow&quot;&gt;Shock:&lt;/a&gt; is through Story Goals and Antagonists. Those are the tools for giving Issues teeth.

Since you&#039;re building systems with the Grid, rather than people, what do you propose as connective tissue?

I&#039;m gonna cheat and say what I&#039;d do: I&#039;d make it so that characters are from one of these systems. They&#039;re personally dealing with the Issues of their home system. Maybe they ran away from one, or maybe they&#039;re there at the beginning of the story. Then I&#039;d sink the Issues&#039; teeth into the characters&#039; Aspects.

(Pardon my ignorance, by the way. I don&#039;t have Diaspora and have only read FATE. I might be imagining things working differently than they do.)</description>
		<content:encoded><![CDATA[<p>Fred, the way Issues move into Protag creation in <a href="http://glyphpress.com/shock" rel="nofollow">Shock:</a> is through Story Goals and Antagonists. Those are the tools for giving Issues teeth.</p>
<p>Since you&#8217;re building systems with the Grid, rather than people, what do you propose as connective tissue?</p>
<p>I&#8217;m gonna cheat and say what I&#8217;d do: I&#8217;d make it so that characters are from one of these systems. They&#8217;re personally dealing with the Issues of their home system. Maybe they ran away from one, or maybe they&#8217;re there at the beginning of the story. Then I&#8217;d sink the Issues&#8217; teeth into the characters&#8217; Aspects.</p>
<p>(Pardon my ignorance, by the way. I don&#8217;t have Diaspora and have only read FATE. I might be imagining things working differently than they do.)</p>
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