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	<title>Comments on: Indirect</title>
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	<description>Gaming. Publishing. Media. Food. Fatherhood.</description>
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		<title>By: Fred Hicks</title>
		<link>http://www.deadlyfredly.com/2009/12/indirect/comment-page-1/#comment-381</link>
		<dc:creator>Fred Hicks</dc:creator>
		<pubDate>Thu, 31 Dec 2009 02:37:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.deadlyfredly.com/?p=113#comment-381</guid>
		<description>I recognize that risk exists in Fate. And at least in SOTC, which doesn&#039;t take itself too seriously, that probably happens a fair amount. But the non-SOTC Fate I play tends to involve a GM working hard to make compels *hurt* as choices go, the sort of thing you want to consider refusing.  Because for me, refused compels, and compels accepted reluctantly, is where the rubber really hits the road. If you&#039;re always having an &quot;of course&quot;, then your GM isn&#039;t being enough of a bastard. :)</description>
		<content:encoded><![CDATA[<p>I recognize that risk exists in Fate. And at least in SOTC, which doesn&#8217;t take itself too seriously, that probably happens a fair amount. But the non-SOTC Fate I play tends to involve a GM working hard to make compels *hurt* as choices go, the sort of thing you want to consider refusing.  Because for me, refused compels, and compels accepted reluctantly, is where the rubber really hits the road. If you&#8217;re always having an &#8220;of course&#8221;, then your GM isn&#8217;t being enough of a bastard. <img src='http://www.deadlyfredly.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: Jim Henley</title>
		<link>http://www.deadlyfredly.com/2009/12/indirect/comment-page-1/#comment-380</link>
		<dc:creator>Jim Henley</dc:creator>
		<pubDate>Thu, 31 Dec 2009 01:00:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.deadlyfredly.com/?p=113#comment-380</guid>
		<description>Needless to say, I agree with this right down the line, and did three years ago when we first started talking about this. ;)</description>
		<content:encoded><![CDATA[<p>Needless to say, I agree with this right down the line, and did three years ago when we first started talking about this. <img src='http://www.deadlyfredly.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
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		<title>By: Jesse Burneko</title>
		<link>http://www.deadlyfredly.com/2009/12/indirect/comment-page-1/#comment-378</link>
		<dc:creator>Jesse Burneko</dc:creator>
		<pubDate>Wed, 30 Dec 2009 23:17:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.deadlyfredly.com/?p=113#comment-378</guid>
		<description>Hey Fred,

To a large extent I agree with you.  I don&#039;t really like the kind of fiction Shock is rooted in for the sterile reasons you mention.  That&#039;s why I was so surprised to discover that I actually enjoyed playing Shock a great deal.  It&#039;s about using short stories to drive the evolution of a setting.  You invest in the setting, not the character which, like you, I don&#039;t do easily.

I also agree that many games are &quot;too tight&quot; and there&#039;s a lot to learn from games that manage to keep play about meaningful stuff without making the whole engine of play revolve around it so specifically.  Burning Wheel, The Riddle of Steel and Sorcerer are all &quot;about&quot; things but give you room to &quot;play&quot; the way some other games don&#039;t.  In fact, one of the things I try to tell new Sorcerer players is to go Color First.  DON&#039;T define Humanity.  Instead think about what Sorcery and Demons look and feel like.  What do they do and need?  Then when you&#039;re done playing with all that raw *fantasy* ask yourself, okay so what does all this *mean*?  That&#039;s your Humanity definition and because you&#039;ve organically derived it from the fun color stuff you won&#039;t ever really need to think about it much in play because it&#039;s built into the very fabric of everything you&#039;re playing with.

Perhaps a bit ironically the problem you&#039;re describing with Shock is the exact issue I have with FATE.  Once I&#039;ve built a character I have no desire to play him.  His ten Aspects tell his story.  It&#039;s done.  All that&#039;s left is going through the motions of &quot;Oh, OF COURSE, I&#039;ll follow her blindly after all, &#039;I&#039;m a sucker for a dame&#039;, wink, wink, nudge, nudge, take my Fate point for the Compel.  And then later, &quot;Hey you know what?  I&#039;m going to spend a Fate point to Invoke this Aspect because....&quot; big grin, everyone nods because they already know what I&#039;m going to say and in fact all say it all together, &quot;&#039;I always charge in FIRST!&#039;&quot; or whatever.

Now, I full admit this is probably an application issue, however, I&#039;ve seen the behavior enough times to really put me off the game.

Jesse</description>
		<content:encoded><![CDATA[<p>Hey Fred,</p>
<p>To a large extent I agree with you.  I don&#8217;t really like the kind of fiction Shock is rooted in for the sterile reasons you mention.  That&#8217;s why I was so surprised to discover that I actually enjoyed playing Shock a great deal.  It&#8217;s about using short stories to drive the evolution of a setting.  You invest in the setting, not the character which, like you, I don&#8217;t do easily.</p>
<p>I also agree that many games are &#8220;too tight&#8221; and there&#8217;s a lot to learn from games that manage to keep play about meaningful stuff without making the whole engine of play revolve around it so specifically.  Burning Wheel, The Riddle of Steel and Sorcerer are all &#8220;about&#8221; things but give you room to &#8220;play&#8221; the way some other games don&#8217;t.  In fact, one of the things I try to tell new Sorcerer players is to go Color First.  DON&#8217;T define Humanity.  Instead think about what Sorcery and Demons look and feel like.  What do they do and need?  Then when you&#8217;re done playing with all that raw *fantasy* ask yourself, okay so what does all this *mean*?  That&#8217;s your Humanity definition and because you&#8217;ve organically derived it from the fun color stuff you won&#8217;t ever really need to think about it much in play because it&#8217;s built into the very fabric of everything you&#8217;re playing with.</p>
<p>Perhaps a bit ironically the problem you&#8217;re describing with Shock is the exact issue I have with FATE.  Once I&#8217;ve built a character I have no desire to play him.  His ten Aspects tell his story.  It&#8217;s done.  All that&#8217;s left is going through the motions of &#8220;Oh, OF COURSE, I&#8217;ll follow her blindly after all, &#8216;I&#8217;m a sucker for a dame&#8217;, wink, wink, nudge, nudge, take my Fate point for the Compel.  And then later, &#8220;Hey you know what?  I&#8217;m going to spend a Fate point to Invoke this Aspect because&#8230;.&#8221; big grin, everyone nods because they already know what I&#8217;m going to say and in fact all say it all together, &#8220;&#8216;I always charge in FIRST!&#8217;&#8221; or whatever.</p>
<p>Now, I full admit this is probably an application issue, however, I&#8217;ve seen the behavior enough times to really put me off the game.</p>
<p>Jesse</p>
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		<title>By: Fred Hicks</title>
		<link>http://www.deadlyfredly.com/2009/12/indirect/comment-page-1/#comment-377</link>
		<dc:creator>Fred Hicks</dc:creator>
		<pubDate>Wed, 30 Dec 2009 22:25:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.deadlyfredly.com/?p=113#comment-377</guid>
		<description>An emotional disconnect is one step away from not giving a shit about when the next game session happens, if it ever happens, for me.  

Of course the far-end extreme you&#039;re detailing on the other end of the spectrum wouldn&#039;t be healthy, but I think it&#039;s a little silly to suggest that it&#039;s the only shade of emotional connection possible.

You watch TV or movies, right? You emotionally connect with them, right? But then you leave the TV room or theater or whatever afterwards and still somehow manage to wash yourself, do your chores, work your job? :)</description>
		<content:encoded><![CDATA[<p>An emotional disconnect is one step away from not giving a shit about when the next game session happens, if it ever happens, for me.  </p>
<p>Of course the far-end extreme you&#8217;re detailing on the other end of the spectrum wouldn&#8217;t be healthy, but I think it&#8217;s a little silly to suggest that it&#8217;s the only shade of emotional connection possible.</p>
<p>You watch TV or movies, right? You emotionally connect with them, right? But then you leave the TV room or theater or whatever afterwards and still somehow manage to wash yourself, do your chores, work your job? <img src='http://www.deadlyfredly.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: Nycteris</title>
		<link>http://www.deadlyfredly.com/2009/12/indirect/comment-page-1/#comment-376</link>
		<dc:creator>Nycteris</dc:creator>
		<pubDate>Wed, 30 Dec 2009 22:09:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.deadlyfredly.com/?p=113#comment-376</guid>
		<description>Is an emotional disconnect bad? Of course I don&#039;t mean one that keeps you from being &#039;in the moment&#039; in the story. I am somewhat of a newbie, but I think if I leave a game and it&#039;s viscerally gripped me and I can&#039;t think about anything until the next session... then I have not hit a healthy balance, because there are other things in my life I should be thinking about. (Just my personal experience here too.)</description>
		<content:encoded><![CDATA[<p>Is an emotional disconnect bad? Of course I don&#8217;t mean one that keeps you from being &#8216;in the moment&#8217; in the story. I am somewhat of a newbie, but I think if I leave a game and it&#8217;s viscerally gripped me and I can&#8217;t think about anything until the next session&#8230; then I have not hit a healthy balance, because there are other things in my life I should be thinking about. (Just my personal experience here too.)</p>
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		<title>By: Joshua A.C. Newman</title>
		<link>http://www.deadlyfredly.com/2009/12/indirect/comment-page-1/#comment-374</link>
		<dc:creator>Joshua A.C. Newman</dc:creator>
		<pubDate>Wed, 30 Dec 2009 21:06:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.deadlyfredly.com/?p=113#comment-374</guid>
		<description>Specifically, about the world crushing people as it changes.</description>
		<content:encoded><![CDATA[<p>Specifically, about the world crushing people as it changes.</p>
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		<title>By: Fred Hicks</title>
		<link>http://www.deadlyfredly.com/2009/12/indirect/comment-page-1/#comment-373</link>
		<dc:creator>Fred Hicks</dc:creator>
		<pubDate>Wed, 30 Dec 2009 21:03:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.deadlyfredly.com/?p=113#comment-373</guid>
		<description>Thanks for the reminder on the full scope of Shock: -- sorry if I&#039;ve been focusing overmuch on the one part. It was really just a trigger for today&#039;s thoughts. :)

I&#039;m glad to hear Shock: is about the world, because it&#039;s *really good* at delivering world!</description>
		<content:encoded><![CDATA[<p>Thanks for the reminder on the full scope of Shock: &#8212; sorry if I&#8217;ve been focusing overmuch on the one part. It was really just a trigger for today&#8217;s thoughts. <img src='http://www.deadlyfredly.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>I&#8217;m glad to hear Shock: is about the world, because it&#8217;s *really good* at delivering world!</p>
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		<title>By: Fred Hicks</title>
		<link>http://www.deadlyfredly.com/2009/12/indirect/comment-page-1/#comment-372</link>
		<dc:creator>Fred Hicks</dc:creator>
		<pubDate>Wed, 30 Dec 2009 21:00:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.deadlyfredly.com/?p=113#comment-372</guid>
		<description>Hard to say. 4e is a hybrid of so many things. I&#039;ll think about it.</description>
		<content:encoded><![CDATA[<p>Hard to say. 4e is a hybrid of so many things. I&#8217;ll think about it.</p>
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		<title>By: Judd</title>
		<link>http://www.deadlyfredly.com/2009/12/indirect/comment-page-1/#comment-371</link>
		<dc:creator>Judd</dc:creator>
		<pubDate>Wed, 30 Dec 2009 20:36:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.deadlyfredly.com/?p=113#comment-371</guid>
		<description>I am brewing up a response in my noggin but it will have to wait a while.

But its-a-comin&#039;.</description>
		<content:encoded><![CDATA[<p>I am brewing up a response in my noggin but it will have to wait a while.</p>
<p>But its-a-comin&#8217;.</p>
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		<title>By: Carl Rigney</title>
		<link>http://www.deadlyfredly.com/2009/12/indirect/comment-page-1/#comment-370</link>
		<dc:creator>Carl Rigney</dc:creator>
		<pubDate>Wed, 30 Dec 2009 19:35:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.deadlyfredly.com/?p=113#comment-370</guid>
		<description>I very much agree with your entire post; thanks for expressing it much more clearly than I would have.

Especially, I like what the game is about to be an emergent property of play, not something decided on beforehand.  For me, Dogs is best at that, but I&#039;ve had very good results with DRYH too.  While I claim what I&#039;m looking for in a game is illuminating character through making hard moral choices that have consequences, I suspect what I&#039;m really after is &quot;What does it mean to be human?&quot; 

The more on-the-nose a game is, the less it suits my tastes I&#039;ve found, but other&#039;s milage may differ and I&#039;m cool with that.</description>
		<content:encoded><![CDATA[<p>I very much agree with your entire post; thanks for expressing it much more clearly than I would have.</p>
<p>Especially, I like what the game is about to be an emergent property of play, not something decided on beforehand.  For me, Dogs is best at that, but I&#8217;ve had very good results with DRYH too.  While I claim what I&#8217;m looking for in a game is illuminating character through making hard moral choices that have consequences, I suspect what I&#8217;m really after is &#8220;What does it mean to be human?&#8221; </p>
<p>The more on-the-nose a game is, the less it suits my tastes I&#8217;ve found, but other&#8217;s milage may differ and I&#8217;m cool with that.</p>
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		<title>By: Joshua A.C. Newman</title>
		<link>http://www.deadlyfredly.com/2009/12/indirect/comment-page-1/#comment-368</link>
		<dc:creator>Joshua A.C. Newman</dc:creator>
		<pubDate>Wed, 30 Dec 2009 18:53:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.deadlyfredly.com/?p=113#comment-368</guid>
		<description>&lt;blockquote&gt;Thinking about Shock in FATE terms, I think I understand what you’re getting at. If you get the players to just put the shocks down, flat out, then the game becomes very confrontational and focused on trying to find those themes.&lt;/blockquote&gt;

Shock: isn&#039;t and can&#039;t be about Shocks. They&#039;re not themes. It&#039;s much more about Issues — and curiously, it&#039;s about those written down maybe 1/3 of the time. 

Everyone here: I&#039;d like to point out that, as players, you spend literally ten minutes with the Grid. There&#039;s an entire game to Shock: that you&#039;re not addressing at all. This stuff that you&#039;re talking about as the beating heart of the game is more like its toes: important for keeping it upright, but certainly not central.

I&#039;ll give a little primer so the discussion can be a little broader.

Praxis are how you get things done. They&#039;re the &quot;stats&quot; of the game, and have everything to do with the characters and how they act. Not what they care about, not their Issues, not their feelings. Just their actions.

Links are people and assertions. They&#039;re what the character cares about as a person. They&#039;re often in tension with the Issue in play. They&#039;re usually people and institutions (unions, religions, philosophies, very occasionally meaningful possessions). You threaten them in a pinch.

Minutiæ and Audience are the players&#039; sense of humor, given force. They texturize the world and make it a big, unpredictable place. The distribution of their authorship, both random and according to assignment on the Grid, means that the world is bigger than any player ever knows.

The Grid is also used from time to time to figure out who has authority on a topic— it&#039;s for asking someone for little side stories about how things got this way. I&#039;ve never seen any discussion of Shock: hybridization that addresses this, the way you use it most in play. Most of the time they say the equivalent of, &quot;Oh! That object has a steering wheel! Let&#039;s put a steering wheel on this other object so it will change direction, too!&quot; without looking at steering linkages or how a car moves.

And the reason it&#039;s like this is so you have actual protagonists (that is, not just in the technical sense of the game, but in the literary, &quot;character morally and materially opposed by fit opposition&quot;). Considering it, I can see only one possible way that your character wouldn&#039;t be a protagonist, and the entire group would have to be in on the experiment. Your Protagonist might be unsympathetic, might even be a wishy-washy character, but they can&#039;t help but make stuff happen when the chips are down. And by &quot;stuff&quot;, I mean &quot;things that change the world forever&quot;. (Included in that &quot;change&quot; is concretization of the world as it apparently exists.)

Ultimately, Shock: is about what happens to the world, including the *Tagonists. The Protagonists are points of view made complex through their cares and labors, but they&#039;re constructed and played as parts of the world. It&#039;s my particular take on science fiction (and this is where you and I just have different tastes): it&#039;s not about the people. It&#039;s about the world. The people are how we illustrate the world.

Now, I&#039;ve been reading some SF I really like lately that you probably do too: Use of Weapons and Deepness in the Sky, most pointedly. They&#039;re research for a game I&#039;m working on right now called Human Contact, which is much, much more about the characters. In broad strokes, it&#039;s my critique of Star Trek and its trivialization of the earth-shaking social and technological aspects of the series. At its heart is the unspoken assertion in Trek that contact with new cultures doesn&#039;t change the explorer, only the explored, that enlightened society brings civilization to unenlightened society. And to address that, the characters need to be people. So you&#039;ll be seeing some curious stuff from me at some point on the topic.

Shock: on the other hand, will remain about the world. Improvements in the game in future versions may do that better (including making people a richer part of the world), but it will remain about the world, because that&#039;s what it&#039;s for.</description>
		<content:encoded><![CDATA[<blockquote><p>Thinking about Shock in FATE terms, I think I understand what you’re getting at. If you get the players to just put the shocks down, flat out, then the game becomes very confrontational and focused on trying to find those themes.</p></blockquote>
<p>Shock: isn&#8217;t and can&#8217;t be about Shocks. They&#8217;re not themes. It&#8217;s much more about Issues — and curiously, it&#8217;s about those written down maybe 1/3 of the time. </p>
<p>Everyone here: I&#8217;d like to point out that, as players, you spend literally ten minutes with the Grid. There&#8217;s an entire game to Shock: that you&#8217;re not addressing at all. This stuff that you&#8217;re talking about as the beating heart of the game is more like its toes: important for keeping it upright, but certainly not central.</p>
<p>I&#8217;ll give a little primer so the discussion can be a little broader.</p>
<p>Praxis are how you get things done. They&#8217;re the &#8220;stats&#8221; of the game, and have everything to do with the characters and how they act. Not what they care about, not their Issues, not their feelings. Just their actions.</p>
<p>Links are people and assertions. They&#8217;re what the character cares about as a person. They&#8217;re often in tension with the Issue in play. They&#8217;re usually people and institutions (unions, religions, philosophies, very occasionally meaningful possessions). You threaten them in a pinch.</p>
<p>Minutiæ and Audience are the players&#8217; sense of humor, given force. They texturize the world and make it a big, unpredictable place. The distribution of their authorship, both random and according to assignment on the Grid, means that the world is bigger than any player ever knows.</p>
<p>The Grid is also used from time to time to figure out who has authority on a topic— it&#8217;s for asking someone for little side stories about how things got this way. I&#8217;ve never seen any discussion of Shock: hybridization that addresses this, the way you use it most in play. Most of the time they say the equivalent of, &#8220;Oh! That object has a steering wheel! Let&#8217;s put a steering wheel on this other object so it will change direction, too!&#8221; without looking at steering linkages or how a car moves.</p>
<p>And the reason it&#8217;s like this is so you have actual protagonists (that is, not just in the technical sense of the game, but in the literary, &#8220;character morally and materially opposed by fit opposition&#8221;). Considering it, I can see only one possible way that your character wouldn&#8217;t be a protagonist, and the entire group would have to be in on the experiment. Your Protagonist might be unsympathetic, might even be a wishy-washy character, but they can&#8217;t help but make stuff happen when the chips are down. And by &#8220;stuff&#8221;, I mean &#8220;things that change the world forever&#8221;. (Included in that &#8220;change&#8221; is concretization of the world as it apparently exists.)</p>
<p>Ultimately, Shock: is about what happens to the world, including the *Tagonists. The Protagonists are points of view made complex through their cares and labors, but they&#8217;re constructed and played as parts of the world. It&#8217;s my particular take on science fiction (and this is where you and I just have different tastes): it&#8217;s not about the people. It&#8217;s about the world. The people are how we illustrate the world.</p>
<p>Now, I&#8217;ve been reading some SF I really like lately that you probably do too: Use of Weapons and Deepness in the Sky, most pointedly. They&#8217;re research for a game I&#8217;m working on right now called Human Contact, which is much, much more about the characters. In broad strokes, it&#8217;s my critique of Star Trek and its trivialization of the earth-shaking social and technological aspects of the series. At its heart is the unspoken assertion in Trek that contact with new cultures doesn&#8217;t change the explorer, only the explored, that enlightened society brings civilization to unenlightened society. And to address that, the characters need to be people. So you&#8217;ll be seeing some curious stuff from me at some point on the topic.</p>
<p>Shock: on the other hand, will remain about the world. Improvements in the game in future versions may do that better (including making people a richer part of the world), but it will remain about the world, because that&#8217;s what it&#8217;s for.</p>
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		<title>By: Robert Slaughter</title>
		<link>http://www.deadlyfredly.com/2009/12/indirect/comment-page-1/#comment-367</link>
		<dc:creator>Robert Slaughter</dc:creator>
		<pubDate>Wed, 30 Dec 2009 17:42:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.deadlyfredly.com/?p=113#comment-367</guid>
		<description>You said: &lt;blockquote cite=&quot;Fred said&quot;&gt;I’ve run the game far more than I’ve played it, and when I’m GMing I am less about getting emotionally involved with a particular character’s perspective and more about creating an experience.&lt;/blockquote&gt;

I&#039;m wondering if there is a disconnect between games-GMs-like-to-run and games-players-like-to-play?</description>
		<content:encoded><![CDATA[<p>You said:<br />
<blockquote cite="Fred said">I’ve run the game far more than I’ve played it, and when I’m GMing I am less about getting emotionally involved with a particular character’s perspective and more about creating an experience.</p></blockquote>
<p>I&#8217;m wondering if there is a disconnect between games-GMs-like-to-run and games-players-like-to-play?</p>
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		<title>By: Brad J. Murray</title>
		<link>http://www.deadlyfredly.com/2009/12/indirect/comment-page-1/#comment-366</link>
		<dc:creator>Brad J. Murray</dc:creator>
		<pubDate>Wed, 30 Dec 2009 17:39:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.deadlyfredly.com/?p=113#comment-366</guid>
		<description>Seems like we&#039;re on a similar wavelength regarding how we make games we like to play -- I wrote something tangentially similar (and striking Josh tangentially as well!) yesterday. As usual, your article is less specific and more interesting, so thank you!</description>
		<content:encoded><![CDATA[<p>Seems like we&#8217;re on a similar wavelength regarding how we make games we like to play &#8212; I wrote something tangentially similar (and striking Josh tangentially as well!) yesterday. As usual, your article is less specific and more interesting, so thank you!</p>
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		<title>By: Mike Olson</title>
		<link>http://www.deadlyfredly.com/2009/12/indirect/comment-page-1/#comment-365</link>
		<dc:creator>Mike Olson</dc:creator>
		<pubDate>Wed, 30 Dec 2009 16:13:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.deadlyfredly.com/?p=113#comment-365</guid>
		<description>I end a lot of sentences with &quot;...and besides, I have FATE.&quot;</description>
		<content:encoded><![CDATA[<p>I end a lot of sentences with &#8220;&#8230;and besides, I have FATE.&#8221;</p>
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		<title>By: Chris A. (CodexArcan</title>
		<link>http://www.deadlyfredly.com/2009/12/indirect/comment-page-1/#comment-364</link>
		<dc:creator>Chris A. (CodexArcan</dc:creator>
		<pubDate>Wed, 30 Dec 2009 16:04:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.deadlyfredly.com/?p=113#comment-364</guid>
		<description>Sorry for double post, further clarifying thoughts:

Thinking about Shock in FATE terms, I think I understand what you&#039;re getting at.  If you get the players to just put the shocks down, flat out, then the game becomes very confrontational and focused on trying to find those themes.  On the other hand, if a player puts elements of a shock onto their sheet as an Aspect, then the game very much becomes about that, but in the manner of the spiral.  

Like if we want to do a story about cloning, then I&#039;d suggest that players use Aspects like &#039;Born in a tube&#039; or &#039;Genetically enhanced strength&#039;  Then when those come up, the story is about cloning.  And I think Joshua Newman is right about antagonists.  I could give the big bad a few clone aspects too, maybe make him upset about the cloning.  But it&#039;s never the driving thrust of a story, the characters are.  We&#039;re just spiraling around the issue.</description>
		<content:encoded><![CDATA[<p>Sorry for double post, further clarifying thoughts:</p>
<p>Thinking about Shock in FATE terms, I think I understand what you&#8217;re getting at.  If you get the players to just put the shocks down, flat out, then the game becomes very confrontational and focused on trying to find those themes.  On the other hand, if a player puts elements of a shock onto their sheet as an Aspect, then the game very much becomes about that, but in the manner of the spiral.  </p>
<p>Like if we want to do a story about cloning, then I&#8217;d suggest that players use Aspects like &#8216;Born in a tube&#8217; or &#8216;Genetically enhanced strength&#8217;  Then when those come up, the story is about cloning.  And I think Joshua Newman is right about antagonists.  I could give the big bad a few clone aspects too, maybe make him upset about the cloning.  But it&#8217;s never the driving thrust of a story, the characters are.  We&#8217;re just spiraling around the issue.</p>
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		<title>By: Chris A. (CodexArcan</title>
		<link>http://www.deadlyfredly.com/2009/12/indirect/comment-page-1/#comment-363</link>
		<dc:creator>Chris A. (CodexArcan</dc:creator>
		<pubDate>Wed, 30 Dec 2009 15:59:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.deadlyfredly.com/?p=113#comment-363</guid>
		<description>This reminds of something I was reading a few months ago.  I believe Vincent Baker proposed an idea he called &quot;the fruitful void&quot; and it&#039;s a concept that&#039;s weighed on my game design thoughts a lot.  Basically, the idea is that an RPG supports X and Y mechanically, but the RPG is really about Z.  But Z is something that the game never really directly addresses.  Instead, everything else in the game leads you towards Z, and the end result is like a black hole: there&#039;s nothing there (in the game text) but all the play is inexorably drawn into that space.

I think you see this in Dogs in the Vineyard. You&#039;ve got towns, and characters and connections, but I don&#039;t think the game ever really states what it is about.  Rather, you just enter conflicts are start spiraling around that unnamed thing which is the heart of it.  In a Wicked Age is even better for this, but always gets overshadowed by Dogs.  I really think it&#039;s Vincent&#039;s overshadowed masterpiece.  

For a counter example, I&#039;ve had very bad times with getting my own designs to fly and I think it&#039;s because of the fruitful void.  I have a bad tendency to state upfront what I want to accomplish and then putting in elements that dive right at it.  I&#039;d actually suggest that is missing the point.  Call of Cthulhu isn&#039;t about sanity or loss of it; confronting monsters that damage your psyche instead of your physical body is the spiral that swirls around the stories C0C is good at telling.</description>
		<content:encoded><![CDATA[<p>This reminds of something I was reading a few months ago.  I believe Vincent Baker proposed an idea he called &#8220;the fruitful void&#8221; and it&#8217;s a concept that&#8217;s weighed on my game design thoughts a lot.  Basically, the idea is that an RPG supports X and Y mechanically, but the RPG is really about Z.  But Z is something that the game never really directly addresses.  Instead, everything else in the game leads you towards Z, and the end result is like a black hole: there&#8217;s nothing there (in the game text) but all the play is inexorably drawn into that space.</p>
<p>I think you see this in Dogs in the Vineyard. You&#8217;ve got towns, and characters and connections, but I don&#8217;t think the game ever really states what it is about.  Rather, you just enter conflicts are start spiraling around that unnamed thing which is the heart of it.  In a Wicked Age is even better for this, but always gets overshadowed by Dogs.  I really think it&#8217;s Vincent&#8217;s overshadowed masterpiece.  </p>
<p>For a counter example, I&#8217;ve had very bad times with getting my own designs to fly and I think it&#8217;s because of the fruitful void.  I have a bad tendency to state upfront what I want to accomplish and then putting in elements that dive right at it.  I&#8217;d actually suggest that is missing the point.  Call of Cthulhu isn&#8217;t about sanity or loss of it; confronting monsters that damage your psyche instead of your physical body is the spiral that swirls around the stories C0C is good at telling.</p>
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		<title>By: Daniel M. Perez</title>
		<link>http://www.deadlyfredly.com/2009/12/indirect/comment-page-1/#comment-362</link>
		<dc:creator>Daniel M. Perez</dc:creator>
		<pubDate>Wed, 30 Dec 2009 15:55:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.deadlyfredly.com/?p=113#comment-362</guid>
		<description>Need to chew on this. 
For comparison&#039;s sake, how does D&amp;D 4e stack up in this scheme? (I&#039;d like a completely trad measuring stick, if you will.)</description>
		<content:encoded><![CDATA[<p>Need to chew on this.<br />
For comparison&#8217;s sake, how does D&amp;D 4e stack up in this scheme? (I&#8217;d like a completely trad measuring stick, if you will.)</p>
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		<title>By: boulet</title>
		<link>http://www.deadlyfredly.com/2009/12/indirect/comment-page-1/#comment-361</link>
		<dc:creator>boulet</dc:creator>
		<pubDate>Wed, 30 Dec 2009 15:40:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.deadlyfredly.com/?p=113#comment-361</guid>
		<description>I really love your blog and your train of thoughts, and chapeau bas for the emotional and business transparency too. I hope you never get tired of writing it.</description>
		<content:encoded><![CDATA[<p>I really love your blog and your train of thoughts, and chapeau bas for the emotional and business transparency too. I hope you never get tired of writing it.</p>
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		<title>By: Cam Banks</title>
		<link>http://www.deadlyfredly.com/2009/12/indirect/comment-page-1/#comment-360</link>
		<dc:creator>Cam Banks</dc:creator>
		<pubDate>Wed, 30 Dec 2009 15:36:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.deadlyfredly.com/?p=113#comment-360</guid>
		<description>This whole concept is so incredibly up there in my brane right now as an issue that your blog couldn&#039;t be more perfectly timed.</description>
		<content:encoded><![CDATA[<p>This whole concept is so incredibly up there in my brane right now as an issue that your blog couldn&#8217;t be more perfectly timed.</p>
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