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	<title>Comments for Deadly Fredly</title>
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	<link>http://www.deadlyfredly.com</link>
	<description>Gaming. Publishing. Media. Food. Fatherhood.</description>
	<lastBuildDate>Thu, 02 Feb 2012 07:34:00 +0000</lastBuildDate>
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		<title>Comment on Short &amp; Sweet Playtest Questions by Lisa Padol</title>
		<link>http://www.deadlyfredly.com/2012/01/test-q/comment-page-1/#comment-3763</link>
		<dc:creator>Lisa Padol</dc:creator>
		<pubDate>Thu, 02 Feb 2012 07:34:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.deadlyfredly.com/?p=973#comment-3763</guid>
		<description>Do you want to keep playing this after the playtest period is over? (I&#039;ve playtested a few things, most recently Kerberos Club Fate Edition, which I am now running.)


Players use books differently from authors / designers, a point which is
 obvious, but I&#039;m trying to figure out how to phrase the question that 
suggests. Maybe something along the lines of:

How easy was it to find information? When you had a question about how something worked, could you find an answer in the text? Easily? A clear answer? An answer that made sense and was satisfying? (I&#039;m thinking of Polaris here. Whenever we weren&#039;t sure how something worked, the answer was right there, in the text. Granted, it was at the published stage, not playtest stage, but that&#039;s still something we find far too rare. I&#039;m also thinking of Kerberos Club Fate Edition, which I love to pieces and am running, but I have had to create a couple of spreadsheets because finding certain pieces of character generation information, whether for PCs or NPCs, involves way too much flipping pages.)

Is it done yet? If not, what do you think needs to be done? (That may be asking for trouble -- I&#039;m not sure. The only games I&#039;ve written are larps which must be done by runtime. And, the answer to what I think needs to be done generally involves &quot;Please let me give a full once over to what you think is the final, ready to go text, preferably in the format buyers will be seeing.&quot; This may not always be practical. A playtester isn&#039;t the same as an editor, but there is some overlap. Also, in a playtest, I may not know the finished game won&#039;t have an index -- or that it will. You might not send your index out with an early playtest version, and I may simply assume that, of course, there will be an index in the finished game.)

I&#039;m not sure how to phrase this, but it&#039;s some variant of &quot;Are you clear on what the rules are, given I&#039;ve just made a major revision to the game / made multiple revisions, and I may have caused whiplash?&quot; But, I suspect the general &quot;Are the rules clear / What isn&#039;t clear&quot; variants still work.
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		<content:encoded><![CDATA[<p>Do you want to keep playing this after the playtest period is over? (I&#8217;ve playtested a few things, most recently Kerberos Club Fate Edition, which I am now running.)</p>
<p>Players use books differently from authors / designers, a point which is<br />
 obvious, but I&#8217;m trying to figure out how to phrase the question that<br />
suggests. Maybe something along the lines of:</p>
<p>How easy was it to find information? When you had a question about how something worked, could you find an answer in the text? Easily? A clear answer? An answer that made sense and was satisfying? (I&#8217;m thinking of Polaris here. Whenever we weren&#8217;t sure how something worked, the answer was right there, in the text. Granted, it was at the published stage, not playtest stage, but that&#8217;s still something we find far too rare. I&#8217;m also thinking of Kerberos Club Fate Edition, which I love to pieces and am running, but I have had to create a couple of spreadsheets because finding certain pieces of character generation information, whether for PCs or NPCs, involves way too much flipping pages.)</p>
<p>Is it done yet? If not, what do you think needs to be done? (That may be asking for trouble &#8212; I&#8217;m not sure. The only games I&#8217;ve written are larps which must be done by runtime. And, the answer to what I think needs to be done generally involves &#8220;Please let me give a full once over to what you think is the final, ready to go text, preferably in the format buyers will be seeing.&#8221; This may not always be practical. A playtester isn&#8217;t the same as an editor, but there is some overlap. Also, in a playtest, I may not know the finished game won&#8217;t have an index &#8212; or that it will. You might not send your index out with an early playtest version, and I may simply assume that, of course, there will be an index in the finished game.)</p>
<p>I&#8217;m not sure how to phrase this, but it&#8217;s some variant of &#8220;Are you clear on what the rules are, given I&#8217;ve just made a major revision to the game / made multiple revisions, and I may have caused whiplash?&#8221; But, I suspect the general &#8220;Are the rules clear / What isn&#8217;t clear&#8221; variants still work.</p>
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		<title>Comment on Why I Love GREP Styles by Adam Jury</title>
		<link>http://www.deadlyfredly.com/2011/12/love-grep-styles/comment-page-1/#comment-3762</link>
		<dc:creator>Adam Jury</dc:creator>
		<pubDate>Mon, 30 Jan 2012 23:49:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.deadlyfredly.com/?p=923#comment-3762</guid>
		<description>My experience is that non-techie ID users are still making use of basic GREP styles, especially in heavily-templated environments like catalog production. There&#039;s a very good PDF book from O&#039;Reilly that is suitable for InDesign users who have never encountered GREP before or just need a good refresher/reference: http://shop.oreilly.com/product/9780596156015.do</description>
		<content:encoded><![CDATA[<p>My experience is that non-techie ID users are still making use of basic GREP styles, especially in heavily-templated environments like catalog production. There&#8217;s a very good PDF book from O&#8217;Reilly that is suitable for InDesign users who have never encountered GREP before or just need a good refresher/reference: http://shop.oreilly.com/product/9780596156015.do</p>
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		<title>Comment on Why I Love GREP Styles by Adam Jury</title>
		<link>http://www.deadlyfredly.com/2011/12/love-grep-styles/comment-page-1/#comment-3761</link>
		<dc:creator>Adam Jury</dc:creator>
		<pubDate>Mon, 30 Jan 2012 23:46:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.deadlyfredly.com/?p=923#comment-3761</guid>
		<description>The trick to that one is to have the GREP style look for &quot; XX&quot; or &quot;XX-XX&quot; -- variants needed depending on how you handle page range references, but I can&#039;t think of a style that doesn&#039;t have a space before the page number.
</description>
		<content:encoded><![CDATA[<p>The trick to that one is to have the GREP style look for &#8221; XX&#8221; or &#8220;XX-XX&#8221; &#8212; variants needed depending on how you handle page range references, but I can&#8217;t think of a style that doesn&#8217;t have a space before the page number.</p>
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		<title>Comment on Art Preview: Race to Adventure by SF Tidbits for 1/28/12 - SF Signal &#8211; A Speculative Fiction Blog</title>
		<link>http://www.deadlyfredly.com/2012/01/art-preview-race-to-adventure/comment-page-1/#comment-3758</link>
		<dc:creator>SF Tidbits for 1/28/12 - SF Signal &#8211; A Speculative Fiction Blog</dc:creator>
		<pubDate>Sat, 28 Jan 2012 16:14:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.deadlyfredly.com/?p=977#comment-3758</guid>
		<description>[...] Art Preview: Race to Adventure. [...]</description>
		<content:encoded><![CDATA[<p>[...] Art Preview: Race to Adventure. [...]</p>
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		<title>Comment on Not a Resolution, A Mission. by Digging into Infinity: My Explorations of Late &#124; Exploring Infinity</title>
		<link>http://www.deadlyfredly.com/2010/12/not-a-resolution-a-mission/comment-page-1/#comment-3757</link>
		<dc:creator>Digging into Infinity: My Explorations of Late &#124; Exploring Infinity</dc:creator>
		<pubDate>Fri, 27 Jan 2012 17:44:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.deadlyfredly.com/?p=495#comment-3757</guid>
		<description>[...] in all, I&#8217;ve been fulfilling Fred Hicks&#8217; New Years Mission from last January (play more, run more, share more), and it&#8217;s been awesome. So today, I [...]</description>
		<content:encoded><![CDATA[<p>[...] in all, I&#8217;ve been fulfilling Fred Hicks&#8217; New Years Mission from last January (play more, run more, share more), and it&#8217;s been awesome. So today, I [...]</p>
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		<title>Comment on Evil Hat Sales Numbers: Q4 2011 by Fred Hicks</title>
		<link>http://www.deadlyfredly.com/2012/01/ehp-sales-2011q4/comment-page-1/#comment-3756</link>
		<dc:creator>Fred Hicks</dc:creator>
		<pubDate>Fri, 27 Jan 2012 14:46:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.deadlyfredly.com/?p=966#comment-3756</guid>
		<description>Glad to hear it!</description>
		<content:encoded><![CDATA[<p>Glad to hear it!</p>
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		<title>Comment on Evil Hat Sales Numbers: Q4 2011 by Simon Rogers</title>
		<link>http://www.deadlyfredly.com/2012/01/ehp-sales-2011q4/comment-page-1/#comment-3755</link>
		<dc:creator>Simon Rogers</dc:creator>
		<pubDate>Fri, 27 Jan 2012 14:28:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.deadlyfredly.com/?p=966#comment-3755</guid>
		<description>Thanks for these figures, Fred. Useful as always.</description>
		<content:encoded><![CDATA[<p>Thanks for these figures, Fred. Useful as always.</p>
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		<title>Comment on Art Preview: Race to Adventure by Fred Hicks</title>
		<link>http://www.deadlyfredly.com/2012/01/art-preview-race-to-adventure/comment-page-1/#comment-3754</link>
		<dc:creator>Fred Hicks</dc:creator>
		<pubDate>Fri, 27 Jan 2012 14:11:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.deadlyfredly.com/?p=977#comment-3754</guid>
		<description>Our artist did a lot of &quot;real location&quot; image research for his pieces. We do have a few anachronisms and inaccuracies in there (I don&#039;t think the Swiss had their own zeps, ever) -- but those are the fictionalizations of the SOTC universe at play.</description>
		<content:encoded><![CDATA[<p>Our artist did a lot of &#8220;real location&#8221; image research for his pieces. We do have a few anachronisms and inaccuracies in there (I don&#8217;t think the Swiss had their own zeps, ever) &#8212; but those are the fictionalizations of the SOTC universe at play.</p>
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		<title>Comment on Art Preview: Race to Adventure by Stéphane Gallay</title>
		<link>http://www.deadlyfredly.com/2012/01/art-preview-race-to-adventure/comment-page-1/#comment-3753</link>
		<dc:creator>Stéphane Gallay</dc:creator>
		<pubDate>Fri, 27 Jan 2012 14:02:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.deadlyfredly.com/?p=977#comment-3753</guid>
		<description>I&#039;m surprised: the scenery looks credible for Geneva in the early 1930s. :)</description>
		<content:encoded><![CDATA[<p>I&#8217;m surprised: the scenery looks credible for Geneva in the early 1930s. <img src='http://www.deadlyfredly.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>Comment on Art Preview: Race to Adventure by Paul Weimer</title>
		<link>http://www.deadlyfredly.com/2012/01/art-preview-race-to-adventure/comment-page-1/#comment-3752</link>
		<dc:creator>Paul Weimer</dc:creator>
		<pubDate>Fri, 27 Jan 2012 13:59:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.deadlyfredly.com/?p=977#comment-3752</guid>
		<description>Shiny. More high production values from Evil Hat. What were the odds? :)</description>
		<content:encoded><![CDATA[<p>Shiny. More high production values from Evil Hat. What were the odds? <img src='http://www.deadlyfredly.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>Comment on Atomic Robo Wears the Evil Hat by Interview: &#8220;Atomic Robo The Roleplaying Game&#8221; : Critical Hits</title>
		<link>http://www.deadlyfredly.com/2012/01/atomic-robo-wears-the-evil-hat/comment-page-1/#comment-3751</link>
		<dc:creator>Interview: &#8220;Atomic Robo The Roleplaying Game&#8221; : Critical Hits</dc:creator>
		<pubDate>Mon, 23 Jan 2012 12:31:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.deadlyfredly.com/?p=936#comment-3751</guid>
		<description>[...] Announced two weeks ago, Evil Hat Productions is going to be producing the Atomic Robo: The Roleplaying Game, based on the hit comic series written by Brian Clevinger and illustrated by Scott Wegener. The game will be designed primarily by Mike Olson, and managed by Evil Hat Co-President Fred Hicks. We sent them a few questions about the announcement and the game. [...]</description>
		<content:encoded><![CDATA[<p>[...] Announced two weeks ago, Evil Hat Productions is going to be producing the Atomic Robo: The Roleplaying Game, based on the hit comic series written by Brian Clevinger and illustrated by Scott Wegener. The game will be designed primarily by Mike Olson, and managed by Evil Hat Co-President Fred Hicks. We sent them a few questions about the announcement and the game. [...]</p>
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		<title>Comment on Atomic Robo Wears the Evil Hat by Philip Eisner</title>
		<link>http://www.deadlyfredly.com/2012/01/atomic-robo-wears-the-evil-hat/comment-page-1/#comment-3750</link>
		<dc:creator>Philip Eisner</dc:creator>
		<pubDate>Sat, 21 Jan 2012 05:41:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.deadlyfredly.com/?p=936#comment-3750</guid>
		<description>WANT.</description>
		<content:encoded><![CDATA[<p>WANT.</p>
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		<title>Comment on Short &amp; Sweet Playtest Questions by William Hostman</title>
		<link>http://www.deadlyfredly.com/2012/01/test-q/comment-page-1/#comment-3749</link>
		<dc:creator>William Hostman</dc:creator>
		<pubDate>Fri, 20 Jan 2012 22:53:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.deadlyfredly.com/?p=973#comment-3749</guid>
		<description>Blind playtests quickly answer &quot;what&#039;s missing from the text?&quot;

My biggest question of a playtest GM: what did your players disagree over the meaning of? (IE, what were the sections the rules lawyers were able to twist?) </description>
		<content:encoded><![CDATA[<p>Blind playtests quickly answer &#8220;what&#8217;s missing from the text?&#8221;</p>
<p>My biggest question of a playtest GM: what did your players disagree over the meaning of? (IE, what were the sections the rules lawyers were able to twist?) </p>
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		<title>Comment on Short &amp; Sweet Playtest Questions by WayneZombie</title>
		<link>http://www.deadlyfredly.com/2012/01/test-q/comment-page-1/#comment-3748</link>
		<dc:creator>WayneZombie</dc:creator>
		<pubDate>Fri, 20 Jan 2012 19:24:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.deadlyfredly.com/?p=973#comment-3748</guid>
		<description>I look at things differently as I design card/board games, not RPGs.  Many of the fundamentals are the same.  I find it had for me to run a playtest and to get someone else to read the rules because people want the &#039;designer&#039; to explain it when the designer wants someone else to explain the rules to make sure they&#039;re readable and properly convey the game to the testers.

One thing that I&#039;ve found to be very important is to be able to stop play and change a rule.  I think it&#039;s best to wait until a full round has completed, i.e. back to the starting player&#039;s turn, then explain the new mechanic.  If something isn&#039;t working quite right, this is a great way to get more value out of a test session.

I also find it helpful to play two rounds face-up to familiarize everyone with possible card play combinations, then reshuffle and play normally.

And finally, I frequently have a pre-printed survey.  I&#039;ll have things like a sliding scale between random and skill based so that I can see if I&#039;m hitting the sweet spot that I&#039;m looking for, it also lets me collect email addresses for potential mailing lists and names to include in tester credits.</description>
		<content:encoded><![CDATA[<p>I look at things differently as I design card/board games, not RPGs.  Many of the fundamentals are the same.  I find it had for me to run a playtest and to get someone else to read the rules because people want the &#8216;designer&#8217; to explain it when the designer wants someone else to explain the rules to make sure they&#8217;re readable and properly convey the game to the testers.</p>
<p>One thing that I&#8217;ve found to be very important is to be able to stop play and change a rule.  I think it&#8217;s best to wait until a full round has completed, i.e. back to the starting player&#8217;s turn, then explain the new mechanic.  If something isn&#8217;t working quite right, this is a great way to get more value out of a test session.</p>
<p>I also find it helpful to play two rounds face-up to familiarize everyone with possible card play combinations, then reshuffle and play normally.</p>
<p>And finally, I frequently have a pre-printed survey.  I&#8217;ll have things like a sliding scale between random and skill based so that I can see if I&#8217;m hitting the sweet spot that I&#8217;m looking for, it also lets me collect email addresses for potential mailing lists and names to include in tester credits.</p>
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		<title>Comment on Short &amp; Sweet Playtest Questions by WayneZombie</title>
		<link>http://www.deadlyfredly.com/2012/01/test-q/comment-page-1/#comment-3747</link>
		<dc:creator>WayneZombie</dc:creator>
		<pubDate>Fri, 20 Jan 2012 19:15:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.deadlyfredly.com/?p=973#comment-3747</guid>
		<description>Obviously you haven&#039;t read The Case of the Sinister Cimerian. </description>
		<content:encoded><![CDATA[<p>Obviously you haven&#8217;t read The Case of the Sinister Cimerian.</p>
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		<title>Comment on Short &amp; Sweet Playtest Questions by Neal Stidham</title>
		<link>http://www.deadlyfredly.com/2012/01/test-q/comment-page-1/#comment-3746</link>
		<dc:creator>Neal Stidham</dc:creator>
		<pubDate>Fri, 20 Jan 2012 15:31:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.deadlyfredly.com/?p=973#comment-3746</guid>
		<description>I&#039;ve started asking &quot;What do you want to do in this game that you don&#039;t feel the game supports or lets you do?&quot; and &quot;What (if anything) does the game seem to want you to do that you don&#039;t want to do?&quot; Helps me see if my focus, theme, etc. are in line with what people are coming to the table expecting.</description>
		<content:encoded><![CDATA[<p>I&#8217;ve started asking &#8220;What do you want to do in this game that you don&#8217;t feel the game supports or lets you do?&#8221; and &#8220;What (if anything) does the game seem to want you to do that you don&#8217;t want to do?&#8221; Helps me see if my focus, theme, etc. are in line with what people are coming to the table expecting.</p>
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		<title>Comment on Short &amp; Sweet Playtest Questions by samldanach</title>
		<link>http://www.deadlyfredly.com/2012/01/test-q/comment-page-1/#comment-3745</link>
		<dc:creator>samldanach</dc:creator>
		<pubDate>Fri, 20 Jan 2012 14:17:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.deadlyfredly.com/?p=973#comment-3745</guid>
		<description>Well, Joe took most of mine.

Another important one is, when the players engage with the mechanics, are the results appropriate to the setting? Does your Conan homage reliably produce mighty-thewed barbarians? That&#039;s good. Does your Sherlock Holmes homage reliably produce mighty-thewed barbarians? That&#039;s bad.

</description>
		<content:encoded><![CDATA[<p>Well, Joe took most of mine.</p>
<p>Another important one is, when the players engage with the mechanics, are the results appropriate to the setting? Does your Conan homage reliably produce mighty-thewed barbarians? That&#8217;s good. Does your Sherlock Holmes homage reliably produce mighty-thewed barbarians? That&#8217;s bad.</p>
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		<title>Comment on Short &amp; Sweet Playtest Questions by Justin D. Jacobson</title>
		<link>http://www.deadlyfredly.com/2012/01/test-q/comment-page-1/#comment-3744</link>
		<dc:creator>Justin D. Jacobson</dc:creator>
		<pubDate>Fri, 20 Jan 2012 14:10:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.deadlyfredly.com/?p=973#comment-3744</guid>
		<description>I like to specifically ask about game terms. Do they make sense? Any suggestions for alternatives? Which is better &quot;Assets&quot; or &quot;Resources&quot;?</description>
		<content:encoded><![CDATA[<p>I like to specifically ask about game terms. Do they make sense? Any suggestions for alternatives? Which is better &#8220;Assets&#8221; or &#8220;Resources&#8221;?</p>
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		<title>Comment on Short &amp; Sweet Playtest Questions by Mike</title>
		<link>http://www.deadlyfredly.com/2012/01/test-q/comment-page-1/#comment-3743</link>
		<dc:creator>Mike</dc:creator>
		<pubDate>Fri, 20 Jan 2012 04:57:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.deadlyfredly.com/?p=973#comment-3743</guid>
		<description>The big one for me is definitely &quot;Does it work for you like it works for me?&quot; To me, game design is like building a machine. Ideally, when you&#039;re done with it and hand it over to someone else, it should work smoothly, efficiently, and as maintenance-free as possible.</description>
		<content:encoded><![CDATA[<p>The big one for me is definitely &#8220;Does it work for you like it works for me?&#8221; To me, game design is like building a machine. Ideally, when you&#8217;re done with it and hand it over to someone else, it should work smoothly, efficiently, and as maintenance-free as possible.</p>
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		<title>Comment on Short &amp; Sweet Playtest Questions by Joe Mcdaldno</title>
		<link>http://www.deadlyfredly.com/2012/01/test-q/comment-page-1/#comment-3742</link>
		<dc:creator>Joe Mcdaldno</dc:creator>
		<pubDate>Fri, 20 Jan 2012 04:16:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.deadlyfredly.com/?p=973#comment-3742</guid>
		<description>Are certain options being overused or underused?
Do certain options seem patently better than others?

Did any rules not make sense?
Was the significance or purpose of any rules unclear?

Did you ever feel like a rule prevented you from doing something exciting in the game?

What was your favourite part about the game?


(Aside from those, I mostly ask very specific, contextual questions about a particular design.)</description>
		<content:encoded><![CDATA[<p>Are certain options being overused or underused?<br />
Do certain options seem patently better than others?</p>
<p>Did any rules not make sense?<br />
Was the significance or purpose of any rules unclear?</p>
<p>Did you ever feel like a rule prevented you from doing something exciting in the game?</p>
<p>What was your favourite part about the game?</p>
<p>(Aside from those, I mostly ask very specific, contextual questions about a particular design.)</p>
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		<title>Comment on Atomic Robo Wears the Evil Hat by Francisco Bustos</title>
		<link>http://www.deadlyfredly.com/2012/01/atomic-robo-wears-the-evil-hat/comment-page-1/#comment-3741</link>
		<dc:creator>Francisco Bustos</dc:creator>
		<pubDate>Mon, 16 Jan 2012 20:21:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.deadlyfredly.com/?p=936#comment-3741</guid>
		<description>Wait. Fate Core and... would you play with robots? I&#039;ll check the comicbook. Count me in.</description>
		<content:encoded><![CDATA[<p>Wait. Fate Core and&#8230; would you play with robots? I&#8217;ll check the comicbook. Count me in.</p>
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		<title>Comment on Atomic Robo Wears the Evil Hat by Haste Podcast: D&#38;D 5e Announcement, Atomic Robo RPG, Pathfinder Battles! &#124; Words in the Dark</title>
		<link>http://www.deadlyfredly.com/2012/01/atomic-robo-wears-the-evil-hat/comment-page-1/#comment-3740</link>
		<dc:creator>Haste Podcast: D&#38;D 5e Announcement, Atomic Robo RPG, Pathfinder Battles! &#124; Words in the Dark</dc:creator>
		<pubDate>Mon, 16 Jan 2012 18:14:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.deadlyfredly.com/?p=936#comment-3740</guid>
		<description>[...] recent announcement by Evil Hat has got the internet all abuzz with joy regarding the Atomic Robo RPG. Based on an indie press comic about a robot built by Tesla himself, the game is sure to be a hit. [...]</description>
		<content:encoded><![CDATA[<p>[...] recent announcement by Evil Hat has got the internet all abuzz with joy regarding the Atomic Robo RPG. Based on an indie press comic about a robot built by Tesla himself, the game is sure to be a hit. [...]</p>
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	<item>
		<title>Comment on Atomic Robo Wears the Evil Hat by Atomic Robo od Evil Hat zapowiedziane — GryFabularne.pl Gry Fabularne</title>
		<link>http://www.deadlyfredly.com/2012/01/atomic-robo-wears-the-evil-hat/comment-page-1/#comment-3737</link>
		<dc:creator>Atomic Robo od Evil Hat zapowiedziane — GryFabularne.pl Gry Fabularne</dc:creator>
		<pubDate>Fri, 13 Jan 2012 13:38:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.deadlyfredly.com/?p=936#comment-3737</guid>
		<description>[...] na blogu Freda Hicksa. Inne nowości które mogą Cię [...]</description>
		<content:encoded><![CDATA[<p>[...] na blogu Freda Hicksa. Inne nowości które mogą Cię [...]</p>
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		<title>Comment on Atomic Robo Wears the Evil Hat by RPG News from Around the Net: 13-JAN-12 &#124; Game Knight Reviews</title>
		<link>http://www.deadlyfredly.com/2012/01/atomic-robo-wears-the-evil-hat/comment-page-1/#comment-3736</link>
		<dc:creator>RPG News from Around the Net: 13-JAN-12 &#124; Game Knight Reviews</dc:creator>
		<pubDate>Fri, 13 Jan 2012 11:01:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.deadlyfredly.com/?p=936#comment-3736</guid>
		<description>[...] Evil Hat Productions gained the RPG license for the Eisner-nominated Atomic Robo comic book and will be working on a FATE-based game like Spirit of the Century and The Dresden Files RPG. Except this game will focus on &#8220;action-science, robots, angry talking dinosaurs, high weirdness, and more.&#8221; Sounds fun! [...]</description>
		<content:encoded><![CDATA[<p>[...] Evil Hat Productions gained the RPG license for the Eisner-nominated Atomic Robo comic book and will be working on a FATE-based game like Spirit of the Century and The Dresden Files RPG. Except this game will focus on &#8220;action-science, robots, angry talking dinosaurs, high weirdness, and more.&#8221; Sounds fun! [...]</p>
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		<title>Comment on Hack: Use Fate&#8217;s Zones with 4e by Sterling Heibeck</title>
		<link>http://www.deadlyfredly.com/2011/02/hack-use-fates-zones-with-4e/comment-page-1/#comment-3735</link>
		<dc:creator>Sterling Heibeck</dc:creator>
		<pubDate>Thu, 12 Jan 2012 21:59:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.deadlyfredly.com/?p=514#comment-3735</guid>
		<description>I had a go at a quick tactical combat update for a fate game I&#039;m working on. I really like the 4e combat maps and how those work so I put together a very simple idea trying to use what Fate already has and retrofit tactical movement and maps into it. I didn&#039;t account for blasts and bursts and all of that, I think can easily be extrapolated if you need, but what I wanted was to use a grid map and similar movement. Anyway, here&#039;s what I came up with (thanks to Fred for planting the seed.) This is a rough draft, but, I figured I&#039;d toss it out for comments from veteran Faters to ask questions that I haven&#039;t thought of.

http://dl.dropbox.com/u/692162/FateTacticalCombat.pdf</description>
		<content:encoded><![CDATA[<p>I had a go at a quick tactical combat update for a fate game I&#8217;m working on. I really like the 4e combat maps and how those work so I put together a very simple idea trying to use what Fate already has and retrofit tactical movement and maps into it. I didn&#8217;t account for blasts and bursts and all of that, I think can easily be extrapolated if you need, but what I wanted was to use a grid map and similar movement. Anyway, here&#8217;s what I came up with (thanks to Fred for planting the seed.) This is a rough draft, but, I figured I&#8217;d toss it out for comments from veteran Faters to ask questions that I haven&#8217;t thought of.</p>
<p><a href="http://dl.dropbox.com/u/692162/FateTacticalCombat.pdf" rel="nofollow">http://dl.dropbox.com/u/692162/FateTacticalCombat.pdf</a></p>
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