| author | fabien |
| Thu, 23 Feb 2006 15:13:22 -0500 | |
| branch | ecjdr |
| changeset 69 | fca7a1e98027 |
| parent 68 | be57f0035c67 |
| permissions | -rw-r--r-- |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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Characterizing a Game's Rules |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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This is a response to this post by lumpley |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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<http://www.septemberquestion.org/lumpley/anycomment.php?entry=156> (AKA |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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Vincent). You should read at least the first few examples of it before |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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reading this. |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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It's important, when analyzing something, to simplify it to its most |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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important elements, where that simplification doesn't discard anything |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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important. When just thinking about something, you should be careful not |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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to simplify too soon; work out the patterns, then simplify. I think |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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lumpley has simplified some things wrong, so I'm going to start over |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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with the un-simplified case and work down to something simpler. |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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The Eight Elements |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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The way I figure it, the activity of game-playing can be reasonably |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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characterized by the interaction of eight kinds of things. |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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Starting from the die and proceeding clockwise, we have: mechanics tools |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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(die), quantifiable game state (figures), props (crown), players (smiley |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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faces), munchies (Dew), the fiction (cloud), the rules (book), and, |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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overseeing it all, the gamemaster (frowny wizard). |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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In more detail: mechanics tools are used for randomization and |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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resolving, e.g. dice, coin flips, possibly calculators, measuring |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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instruments at athletic events. Quantifiable game state is things like |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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hit points, locations of Monopoly tokens, cards in your hand. Props are |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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game-related elements that are in no way game-mechanical, like painted |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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figures used for atmosphere, or an audio soundtrack played in the |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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background by a gamemaster. The fiction is some set of things that are |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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true about the fictional world in which the game is taking place |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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(Wittgenstein: "the world is everything that is the case"). The rest are |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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self-explanatory. (This is not to say that all games need a gamemaster. |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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I am just avoiding oversimplifying too soon for games that do have one.) |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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Now, when we talk about interactions that occur over the course of a |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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game, any game, we can understand that those interactions are governed |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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by the rules. If Bob gets pissed off and punches out Gene, and the game |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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at hand doesn't involve players actually resorting to real-life |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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fisticuffs, then their activity is outside the game and shouldn't be |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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diagrammed on the chart. Any activity that takes place in the game is |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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going to be governed by the rules. |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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Let's take a sample rule for a monopoly-like game. "Roll a die and |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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advance your token that many squares on the board." |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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Each teal arrow is an individual interaction. Each blue arrow is a |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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"moderating" effect on an interaction. (It's hard to draw a three-way |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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interaction with a single arrow unless they happen to be in a line). So, |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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first, the player rolls the die (as moderated by the rules); then, the |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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result on the die indicates how to update the game state (move the |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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token), which is performed by the player, as moderated by the rules. |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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Now, a few things are clear. First, the player doesn't have to be the |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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one to move the token. Another player might move it instead if it |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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happens to be hard to reach for the first. The player doesn't actually |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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have any choice; so the fact that it's the player picking up and moving |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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the token is irrelevant. Second, as described earlier, /every/ |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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interaction is going to be moderated by the rules (at least weakly), so |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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we're always going to have a moderated-by arrow from the rules; so |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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there's no reason to draw them. That leaves us with this simplified |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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drawing: |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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Note that this representation of an interaction is about as |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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/conceptually simple/ as lumpley's--it only has two arrows--but it has |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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more information, because we haven't oversimplified the participating |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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elements. |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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Now, you could argue that I should go ahead and simplify at least some |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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of the other elements away--that many of these icons are obviously |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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unnecessary to the game, e.g. the props and the munchies. Just to |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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confuse matters, here's a different kind of game, with rules-moderation |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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arrows omitted. |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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"If the player bounces the quarter into the cup, then the player can |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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require any other player to drink the cup." Here I've used lumpley's |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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notation of an arrow going through a middle item to indicate moderation: |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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the mechanics of whether the quarter (represented by the icon here) goes |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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into the cup or not are determined not by a random number generator, but |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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by the laws of physics. Again, I think it is overkill to indicate |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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moderation. Of course, this is a game best played in moderation. |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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Now, let's imagine a game that's GMed, and has rule #2 of lumpley's: "2. |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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Subtract the roll on the damage die from your character's hit points." |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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I'll omit moderation-by-the-rules arrows, of course. |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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Ok, so the player rolls the die (arrow from player to die). Of course, |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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the player does this under the watchful eye and guidance of the GM, so |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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we need a moderation arrow there. Then, the player updates their own hit |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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points on their character sheet, again under the watchful eye of the GM. |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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Guess what? Everything's under the watchful eye of the GM, so let's |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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screw those GM moderation arrows. |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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To be honest, I don't understand lumpley's arrows, so maybe lumpley |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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won't understand mine. Lumpley uses an arrow from the die ("tokens,
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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things, props, representations") to the faces ("the interactions of the
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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player themselves") to indicate the rolling of the die. Why? No clue. |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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Maybe it should be three arrows: 1. the player rolls the die |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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(player->die). 2. the player reads the value of the die. (die->player). |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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3. the player change the value of the hit points. (player->die) |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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Of course, as I've pointed out, the reading of the value of the die and |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
106 |
updating of the hit point value by the player involves the player in an |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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|
107 |
entirely uninteresting way, so I don't think step #2 is interesting. But |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
108 |
my way of interpreting 2 & 3 combined is to draw from (on my chart) die |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
109 |
to figures; since lumpley combines mechanics tools and quantifiable |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
110 |
state into a single element, he'd have to draw an arrow from the die to |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
111 |
the die, which perhaps explains why he did it the way he did. Of course, |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
112 |
if you want to show that this die-to-die interaction is moderated by the |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
113 |
players by making it go through the players, you'll have a curving line |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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|
114 |
go from the die to the players and then back to the die; which is |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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|
115 |
basically the same as the three lines I proposed above. |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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|
116 |
|
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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|
117 |
Now, note that if the GM follows the same rule to handle an NPC, on my |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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|
118 |
chart I'd have to change the source of the first arrow. I don't need to |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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|
119 |
update the second arrow. I'm not distinguishing between state |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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|
120 |
represented physically on a character sheet and state kept entirely in |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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|
121 |
the GM's head. |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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|
122 |
|
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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|
123 |
Ok, here's a more complex lumpley rule: "5. If your character's opponent |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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|
124 |
tries to disarm your character, make a Hold Weapon check. If you fail, |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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|
125 |
your character is disarmed, and you thus suffer the unarmed penalty |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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|
126 |
until you retrieve your weapon." |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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|
127 |
|
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
128 |
Again, imagining a GM'd game, we have the following sequence. The GM |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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|
129 |
(pointy hat) decides that the the opponent tries to disarm (fictional |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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|
130 |
cloud). This state of the fiction requires that the player make a Hold |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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|
131 |
Weapon check (die roll). [Note that, in truth, the hold weapon check |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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|
132 |
involves various quantifiable state--character level or strength or |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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|
133 |
whatever, so perhaps the arrow here should be more subtle.] On a |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
134 |
failure, we imagine the character is disarmed in whatever manner |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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|
135 |
(non-quantifiable fictional cloud) and also in the quantifiable state |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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|
136 |
(figures). |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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|
137 |
|
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
138 |
Note that the GM-causing-the-fiction is something I added explicitly to |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
139 |
clarify. Note that it's misleading to draw an arrow from the fiction to |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
140 |
the player; really it should be that the fiction moderates the need for |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
141 |
the Hold Weapon check. But hang on for a moment; really, the GM chose to |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
142 |
put the NPC in the "state" of "trying to disarm this player character"; |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
143 |
since there are some limited numbers of such states that the rulebook |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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|
144 |
has explicit resolution rules for, maybe /that/ should be considered |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
145 |
quantifiable state, too? |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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|
146 |
|
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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|
147 |
This is important because lumpley notes in the comments that a |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
148 |
distinguishing characteristic of the RPG is the fact that arrows emerge |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
149 |
from the fictional cloud at all; no matter how cleverly you describe |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
150 |
events transpiring in Settlers of Catan, none of the other players are |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
151 |
going to let you build an extra road segment. |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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|
152 |
|
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
153 |
So maybe the arrow from the fictional cloud should point to the |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
154 |
quantifiable state: sometimes the fictional cloud implies certain |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
155 |
discretely quantifiable states-of-the-world for which there are explicit |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
156 |
game-mechanical rules. That state then mandates the Hold Weapon check. |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
157 |
(I still don't like the idea of "mandates" being given by an arrow.) |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
158 |
|
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
159 |
If you go look at lumpley's |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
160 |
<http://www.septemberquestion.org/lumpley/anycomment.php?entry=156>, I'm |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
161 |
not sure what's going on there. The long arrow from the fictional cloud |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
162 |
to game-tokens/state is "make a Hold Weapon check"? Basically, I think |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
163 |
I'm not sure on where lumpley's coming down with quantifiable vs. |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
164 |
non-quantifiable state, so I'm trying to be explicit about this. |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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|
165 |
|
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
166 |
The other thing we can conclude is that, for this rule at least, we |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
167 |
might as well have folded the GM in with the players into a single icon |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
168 |
on the chart. The "Hold Weapon roll" rule is going to apply to any |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
169 |
character--whether PC (rolled by player) or NPC (rolled by GM)--and |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
170 |
whether they were attacked by an NPC (action chosen by GM) or PC (action |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
171 |
chosen by player). However, in a classic game-mastered game, the players |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
172 |
have limited director powers compared to the GM, so there may be other |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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|
173 |
sorts of rules where this distinction is significant. (Or perhaps more |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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|
174 |
in a meta-rules sense?) |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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|
175 |
|
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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|
176 |
Finally, I want to suggest that while it is true that RPGs make special |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
177 |
use of the fictional cloud, this is not a trivial matter. On the one |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
178 |
side, as suggested above, if there's a rule for it, it must be on some |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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|
179 |
level quantifiable and belong to the quantifiable area. Looking at the |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
180 |
flip side, it's argued that for a game like Settlers or Monopoly, the |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
181 |
fictional happenings can never affect the game outcome; they are purely |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
182 |
atmospheric. However, I carefully included a "props" element here that |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
183 |
is purely atmospheric /even for an RPG/. |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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|
184 |
|
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
185 |
Lest you think that this simply applies to gamers wearing silly hats, |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
186 |
consider that in some gaming groups, players are not rewarded |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
187 |
game-mechanically for talking accurately or realistically as if they |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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diff
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|
188 |
were their character (e.g. so as not to penalize members of the group |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
189 |
who are poor actors). Similarly, in some groups, a character with |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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|
190 |
fast-talking skill will succeed independent of that character's player's |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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|
191 |
plausible fast-talking scenario (as long as the player at least tries); |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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|
192 |
in which case any of those details are purely atmospheric. |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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|
193 |
|
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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|
194 |
Vincent could still conclude (fairly) that these elements are indeed |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
195 |
atmospheric; they are part of the fun and style of the game, but they |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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|
196 |
are not interesting from a standpoint of how the game works /qua/ game. |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
197 |
However, as you move away from strongly-mechanical games and you move |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
198 |
into more freeform narrative games, removing any notion of quantifiable |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
199 |
state, this gets fairly muddy. Perhaps this means quantifiable state |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
200 |
starts to blur into fiction state. But if that blurring and slipperiness |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
201 |
means it's hard to distinguishable quantifiable state from |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
202 |
non-quantifiable fiction state, I definitely think it's wrong to try to |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
203 |
clump quantifiable state with game-mechanical tools. |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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|
204 |
|
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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|
205 |
|
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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|
206 |
Other Directions |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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|
207 |
|
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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|
208 |
The eight elements also offer up some opportunities to think about other |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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|
209 |
things. (A friend points out an important scenario: an arrow from Dew to |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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|
210 |
rules to GM to fiction: somebody spills soda on the GM's rulebooks, and |
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the GM has the character attacked and killed by magical blue lighting, |
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no saving throw.) |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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213 |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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In a computer game, the computer takes over the responsibilty for |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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managing most (all?) interactions. However, those interactions still go |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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occur, simply moderated by the program. There are still quantifiable |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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states, mechanics for updating them (possibly randomly). There may be |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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fiction (human-authored, mostly), and this fiction is updated and |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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revealed as a consequence of the mechanics. (There is, of course, |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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generally never any feedback from this non-quantifiable fictional state |
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back into the game; it's text and cut scenes that are output-only.) |
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222 |
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223 |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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Comments |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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225 |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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You should probably comment back on the original thread |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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<http://www.septemberquestion.org/lumpley/anycomment.php?entry=156>. |
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------------------------------------------------------------------------ |
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home <~/index.html> : sean /at/ nothings /dot/ org |