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	<title>Comments on: Origins 2010: &#8220;Game Design is Mind Control&#8221; Seminar</title>
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	<link>http://critical-hits.com/2010/06/29/origins-2010-game-design-is-mind-control-seminar/</link>
	<description>The Journal of Gamer Culture</description>
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		<title>By: ChattyDM</title>
		<link>http://critical-hits.com/2010/06/29/origins-2010-game-design-is-mind-control-seminar/#comment-72766</link>
		<dc:creator>ChattyDM</dc:creator>
		<pubDate>Wed, 30 Jun 2010 16:49:00 +0000</pubDate>
		<guid isPermaLink="false">http://critical-hits.com/?p=14038#comment-72766</guid>
		<description>@Andy: Knowing Luke myself, I can attest that he designed his games based on what he likes playing the most (in that, Burning Wheel is his freakishly successful Fantasy Heartbreaker about fighting and conflicts) and rarely dishes out on other games when in polite company (he&#039;s a different guy online, I&#039;ll grant you that, he loves fighting trolls on forums). Hell, he even likes playing dwarves in D&amp;D once in a while... 

He has, however, no control over his more vocal and dicky fans though, much like White Wolf has no control over the WoDheads :)  

Luke is a nice guy... with very strong opinions about gaming. It&#039;s fun to get him into full ranting mode when you suggest merging BW&#039;s failure mechanics with D&amp;D... It makes for a great debate when you can keep up with him.</description>
		<content:encoded><![CDATA[<p>@Andy: Knowing Luke myself, I can attest that he designed his games based on what he likes playing the most (in that, Burning Wheel is his freakishly successful Fantasy Heartbreaker about fighting and conflicts) and rarely dishes out on other games when in polite company (he&#8217;s a different guy online, I&#8217;ll grant you that, he loves fighting trolls on forums). Hell, he even likes playing dwarves in D&#038;D once in a while&#8230; </p>
<p>He has, however, no control over his more vocal and dicky fans though, much like White Wolf has no control over the WoDheads <img src='http://critical-hits.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />   </p>
<p>Luke is a nice guy&#8230; with very strong opinions about gaming. It&#8217;s fun to get him into full ranting mode when you suggest merging BW&#8217;s failure mechanics with D&#038;D&#8230; It makes for a great debate when you can keep up with him.</p>
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		<title>By: The Game</title>
		<link>http://critical-hits.com/2010/06/29/origins-2010-game-design-is-mind-control-seminar/#comment-72764</link>
		<dc:creator>The Game</dc:creator>
		<pubDate>Wed, 30 Jun 2010 16:39:18 +0000</pubDate>
		<guid isPermaLink="false">http://critical-hits.com/?p=14038#comment-72764</guid>
		<description>Yes, the way I took it, they weren&#039;t saying &quot;don&#039;t hide stuff from your players&quot; as far as story and whatnot goes, but don&#039;t hide Difficulty numbers from your players when they roll. It removes an eliminate of decision making if they don&#039;t know how hard something is, and they&#039;ll eventually get there to figuring it out by trial an error anyway.</description>
		<content:encoded><![CDATA[<p>Yes, the way I took it, they weren&#8217;t saying &#8220;don&#8217;t hide stuff from your players&#8221; as far as story and whatnot goes, but don&#8217;t hide Difficulty numbers from your players when they roll. It removes an eliminate of decision making if they don&#8217;t know how hard something is, and they&#8217;ll eventually get there to figuring it out by trial an error anyway.</p>
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		<title>By: Anthony</title>
		<link>http://critical-hits.com/2010/06/29/origins-2010-game-design-is-mind-control-seminar/#comment-72759</link>
		<dc:creator>Anthony</dc:creator>
		<pubDate>Wed, 30 Jun 2010 15:45:11 +0000</pubDate>
		<guid isPermaLink="false">http://critical-hits.com/?p=14038#comment-72759</guid>
		<description>@Andy, I wasn&#039;t there, but I&#039;m pretty sure Luke was referring to the various kinds of &quot;secret rolls&quot; in many games, not &quot;secret information.&quot;</description>
		<content:encoded><![CDATA[<p>@Andy, I wasn&#8217;t there, but I&#8217;m pretty sure Luke was referring to the various kinds of &#8220;secret rolls&#8221; in many games, not &#8220;secret information.&#8221;</p>
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		<title>By: Sorensen/Crane &#8250; A review of Sorencrane&#8217;s design seminar</title>
		<link>http://critical-hits.com/2010/06/29/origins-2010-game-design-is-mind-control-seminar/#comment-72755</link>
		<dc:creator>Sorensen/Crane &#8250; A review of Sorencrane&#8217;s design seminar</dc:creator>
		<pubDate>Wed, 30 Jun 2010 15:07:59 +0000</pubDate>
		<guid isPermaLink="false">http://critical-hits.com/?p=14038#comment-72755</guid>
		<description>[...] Hits blogger Dave Chalker did a write up of the event which you can read here.   This was written by admin. Posted on Wednesday, June 30, 2010, at 11:07 am. Filed under News [...]</description>
		<content:encoded><![CDATA[<p>[...] Hits blogger Dave Chalker did a write up of the event which you can read here.   This was written by admin. Posted on Wednesday, June 30, 2010, at 11:07 am. Filed under News [...]</p>
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		<title>By: Andy</title>
		<link>http://critical-hits.com/2010/06/29/origins-2010-game-design-is-mind-control-seminar/#comment-72748</link>
		<dc:creator>Andy</dc:creator>
		<pubDate>Wed, 30 Jun 2010 13:49:24 +0000</pubDate>
		<guid isPermaLink="false">http://critical-hits.com/?p=14038#comment-72748</guid>
		<description>Interesting. As much as I like what Luke has done, though, I think he&#039;s giving secrecy his due. He&#039;s got some very specific ideas on how RPGs ought to be run, essentially like a collaborative drama. That&#039;s great, and it really works, but I think it&#039;s a mistake to assert that &quot;this is the only way it can work&quot;, which is a vibe I&#039;ve gotten from a lot of Burning Wheel fans, who are of the &quot;You&#039;ll never go back again&quot; camp.

Having had some gameplay experience in World of Darkness, I can assert that secrecy can be a very important part of the game, and of the game experience. It doesn&#039;t remove player decisions. It just makes players more carefully consider their decisions, and it lends to the dramatic feel that you&#039;re in a story being told.</description>
		<content:encoded><![CDATA[<p>Interesting. As much as I like what Luke has done, though, I think he&#8217;s giving secrecy his due. He&#8217;s got some very specific ideas on how RPGs ought to be run, essentially like a collaborative drama. That&#8217;s great, and it really works, but I think it&#8217;s a mistake to assert that &#8220;this is the only way it can work&#8221;, which is a vibe I&#8217;ve gotten from a lot of Burning Wheel fans, who are of the &#8220;You&#8217;ll never go back again&#8221; camp.</p>
<p>Having had some gameplay experience in World of Darkness, I can assert that secrecy can be a very important part of the game, and of the game experience. It doesn&#8217;t remove player decisions. It just makes players more carefully consider their decisions, and it lends to the dramatic feel that you&#8217;re in a story being told.</p>
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		<title>By: Tourq</title>
		<link>http://critical-hits.com/2010/06/29/origins-2010-game-design-is-mind-control-seminar/#comment-72710</link>
		<dc:creator>Tourq</dc:creator>
		<pubDate>Wed, 30 Jun 2010 04:29:20 +0000</pubDate>
		<guid isPermaLink="false">http://critical-hits.com/?p=14038#comment-72710</guid>
		<description>That sounds interesting.  I would have liked to have been to that seminar.  I&#039;ll definitely check out those seminars from previous years.

-Tourq</description>
		<content:encoded><![CDATA[<p>That sounds interesting.  I would have liked to have been to that seminar.  I&#8217;ll definitely check out those seminars from previous years.</p>
<p>-Tourq</p>
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