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    10 
       
    11 
       
    12       The Impossible Dream
       
    13 
       
    14 
       
    15     #6: Putting Theory to the Test
       
    16 
       
    17 *by Hunter Logan*
       
    18 May 12,2003
       
    19 
       
    20 	
       
    21 It's time to put everything discussed thus far to the test. I've been
       
    22 describing a hierarchical design process, a process where a designer can
       
    23 begin with the very general and work to the very specific. This creates
       
    24 a hierarchy with levels, and the finished play flow looks like an
       
    25 outline. The top level of the hierarchy provides a broad overview of
       
    26 game play. Detail is added on lower levels. As detail is added, the
       
    27 design becomes more specific. In this installment, I will refine my
       
    28 thoughts about play flow and show how everything I've discussed thus far
       
    29 can help you produce the functional core of a game system.
       
    30 
       
    31 Refining the Universal Play flow
       
    32 I've been flogging the idea of play flow for a while now. My thinking
       
    33 about it is becoming more refined from the effort. This is the pattern
       
    34 I've been following:
       
    35 
       
    36     * Build to Event.
       
    37           o Description. The players discover the current situation.
       
    38                 + Situation is described. This may set an event in motion.
       
    39                 + Situation is clarified.
       
    40           o Decision. The players decide what to do about the situation.
       
    41                 + If the situation leads to an event, go to /II. Event./
       
    42                 + If the situation does not lead to an event, return to
       
    43                   /I. Build to Event./
       
    44     * Event. Something happens in the game.
       
    45           o Decision. Players decide how to handle the event.
       
    46           o Resolution. Players resolve the event.
       
    47     * Continue Play. Return to /I. Build to Event./
       
    48 
       
    49 
       
    50 The pattern is useful, but it's not as elegant as it could be. I based
       
    51 it on the idea that the event is the pivot point. Players build to the
       
    52 event and then resolve the event with decisions at each step. That isn't
       
    53 always the case, though. The description given during /I. Build to
       
    54 Event/ may very well place the characters in the middle of an event.
       
    55 Then, the event is no longer the pivot point because it already exists.
       
    56 So, the pivot point becomes event resolution. In response, I devised
       
    57 this alternative. I think it's more elegant and more accurate.
       
    58 
       
    59     * Description. The players discover the current situation.
       
    60           o Situation is described.
       
    61           o Situation is clarified.
       
    62     * Decision Point. The players decide what to do.
       
    63           o If the situation requires resolution, go to /III. Resolution
       
    64             Point./
       
    65           o If the situation does not require resolution, go to /IV.
       
    66             Continue Play./
       
    67     * Resolution Point. The players resolve the event.
       
    68     * Continue Play.
       
    69           o Situation is different as a result of player decisions and
       
    70             character actions.
       
    71           o Return to /I. Description./
       
    72 
       
    73 An Actual Design
       
    74 I want to stop playing with theoretical play flows and show how all this
       
    75 /stuff/ can help a designer create the core of a game. This design is an
       
    76 experiment I am developing in my spare time. I want to emphasize that
       
    77 it's not my intent to turn this column into my game designer's journal.
       
    78 I just needed an example to help validate my theorizing, and this is
       
    79 what I've got.
       
    80 
       
    81 The Early Decisions
       
    82 In Installment #1
       
    83 <http://www.rpg.net/news+reviews/columns/dream01jan03.html>, I suggested
       
    84 a /Play Flow First/ approach to design. I think play flow is the most
       
    85 important design consideration, but it's not necessarily the first step
       
    86 in the design process. I am usually methodical in my work, so for me, it
       
    87 makes sense to start a design by choosing which player goals I want to
       
    88 support. From my Big List
       
    89 <http://www.rpg.net/news+reviews/columns/dream10feb03.html>, I decide to
       
    90 actively support Conqueror, Creator, Storyteller, and Tactician. I may
       
    91 support other goals along the way, but these are my primary interests at
       
    92 the start.
       
    93 
       
    94 These goals lead to my desired BoP. I want my game to have a GM, but the
       
    95 players may have a lot of control over what happens in the game. I think
       
    96 my play flow will most resemble example VII in my Balance of Power
       
    97 <http://www.rpg.net/news+reviews/columns/dream20jan03.html> article.
       
    98 
       
    99 I look briefly at Cohesiveness, Complexity and Verisimilitude. If I
       
   100 follow my own process, Cohesiveness should fall into line - At least, I
       
   101 think so. For complexity. I want to keep the actual mechanics as simple
       
   102 as I can, but I want to provide options. That leaves verisimilitude. I
       
   103 like action, political intrigue, and a swift pace for play; but I also
       
   104 want believable results. If pressed, I think player satisfaction is more
       
   105 important than perfect accuracy. I keep these ideas in the back of my
       
   106 mind while I write.
       
   107 
       
   108 The Basic Play Flow
       
   109 As a result of my early decisions, I rework the play flow as follows:
       
   110 
       
   111     * Description.
       
   112           o Situation is described. The GM describes the situation for
       
   113             the players.
       
   114           o Situation is clarified. The players ask questions about
       
   115             specific details. The GM answers as appropriate with the
       
   116             intent of causing an event.
       
   117     * Decision.
       
   118           o Players reject the situation.
       
   119                 + Players attempt to alter the GM's description or set
       
   120                   some other event in motion.
       
   121                 + The GM evaluates the effect of the players' efforts.
       
   122                 + Continue play. Go to /B. Players accept the situation./
       
   123           o Players accept the situation.
       
   124                 + If the situation requires resolution, go to /III.
       
   125                   Resolution./
       
   126                 + If the situation does not require resolution, proceed
       
   127                   to /IV. Continue Play./
       
   128     * Resolution. Players resolve the event.
       
   129           o Players declare actions.
       
   130           o GM and players determine an outcome.
       
   131           o Players may use resources to change the outcome
       
   132           o GM evaluates the effect of the players' efforts.
       
   133                 + If the event is not resolved, return to /A. Players
       
   134                   declare actions./
       
   135                 + If the event is resolved, go to /IV. Continue Play./ 
       
   136     * Continue Play.
       
   137           o Players evaluate current status.
       
   138           o Return to /I. Description./ 
       
   139 
       
   140 
       
   141 Resolution Mechanics
       
   142 Now, I want to add resolution mechanics. I like to think play flow and
       
   143 resolution mechanics work together in support of my design goals, but in
       
   144 many ways, the two are quite independent. A designer can easily devise
       
   145 and insert any of a thousand different mechanical arrangements into a
       
   146 given play flow, and each arrangement would change the game play. So, I
       
   147 think about the problem in terms of my preferences. I like simple
       
   148 mechanics and the feel of a die roll, but I have a bias toward Ability.
       
   149 I don't want the encumbrance of heavy math, and I like unified
       
   150 processes. Exceptions are a hassle, so I want to make sure the method of
       
   151 rolling dice and evaluating the outcome is fairly constant. After
       
   152 considerable fiddling, I work out a solution for event resolution:
       
   153 
       
   154 I begin with */Die Result vs. Challenge/*
       
   155 where */Die Result = Die Roll + Attribute + Position Modifier/*
       
   156 
       
   157 *The Die Roll*
       
   158 I choose 2d6 for the /Die Roll/ because it generates a bell curve. A
       
   159 player has a 44% chance of getting a result from 6 to 8. I prefer a
       
   160 narrower, more reliable range of results; but other people prefer to
       
   161 gamble. They want a wilder ride, so I decide to manipulate the result
       
   162 curve two different ways: /Lucky/ and /Skilled/. The /Lucky/ roll will
       
   163 have a much wider range of results and provide risk with reward for the
       
   164 gambler. The /Skilled/ roll will provide a limited range of results,
       
   165 allowing player skill and character expertise to carry the day. I plan
       
   166 to let the player decide at character generation whether he wants a
       
   167 character that is /Skilled/ or /Lucky/. Here are the die roll
       
   168 manipulations:
       
   169 
       
   170 *Skilled Die Roll* Die Roll	Result	Percentage (%)
       
   171 2	-3	3
       
   172 3	-2	6
       
   173 4-5	-1	19
       
   174 6-8	0	44
       
   175 9-10	+1	19
       
   176 11	+2	6
       
   177 12	+3	3
       
   178 
       
   179 
       
   180 
       
   181 *Lucky Die Roll* Die Roll	Result	Percentage (%)
       
   182 2	F*	3
       
   183 3	-3	6
       
   184 4	-2	8
       
   185 5	-1	11
       
   186 6-8	0	44
       
   187 9	+1	11
       
   188 10	+2	8
       
   189 11	+3	6
       
   190 12	S**	3
       
   191 
       
   192 
       
   193 *Automatic Failure. Die Result is 0. Make Penalty Roll curved as shown
       
   194 and subtract the result.
       
   195 **Automatic Success. Die Result is 8. Make Bonus Roll curved as shown
       
   196 and add the result.
       
   197 
       
   198 *Bonus/Penalty Roll* Die Roll	Result
       
   199 1-3	0
       
   200 4	1
       
   201 5	2
       
   202 6	3
       
   203 
       
   204 
       
   205 
       
   206 *The Attribute Range*
       
   207 Now that the die roll is sorted out, I look at the Attribute. What I
       
   208 really want to do is establish an attribute range. I think 0 to 8 is a
       
   209 good range for my purposes. The rating for a competent, trained
       
   210 character is 4.
       
   211 
       
   212 *The Position Modifier*
       
   213 If the character has a significant advantage or disadvantage in the
       
   214 situation, the GM may supply a Position modifier.
       
   215 
       
   216 *Position Modifier* Position	Modifier
       
   217 Terrible	-3 to -5
       
   218 Bad	-1 to -2
       
   219 Neutral	0
       
   220 Good	+1 to +2
       
   221 Excellent	+3 to +5
       
   222 
       
   223 
       
   224 
       
   225 *Unopposed Outcome*
       
   226 The Variable Scale is my primary tool for evaluating the outcome of
       
   227 unopposed character actions. The GM assigns a Challenge rating to any
       
   228 action the player declares for his character. If the Die Result equals
       
   229 or exceeds the Challenge, the character is successful. I added an
       
   230 Absolute Evaluation, the Quality column, to point out the strength,
       
   231 efficiency, or outward impression of the character's effort.
       
   232 
       
   233 *The Variable Scale* Die Result	Quality	Challenge
       
   234 <0	Disaster	No Roll
       
   235 0	Pathetic	No Problem
       
   236 2	Weak	Easy
       
   237 4	Average	Average
       
   238 6	Strong	Hard
       
   239 8	Heroic	Unlikely
       
   240 >8	Special	Impossible
       
   241 
       
   242 
       
   243 *Quality Notes*
       
   244 
       
   245     * Disaster. The character did something very wrong. The worse the
       
   246       result, the worse the disaster.
       
   247     * Pathetic. Below lowest acceptable standards. The character failed.
       
   248     * Weak. The character does very little, and may look clumsy doing it.
       
   249     * Average. The character made a competent effort. For many jobs,
       
   250       this is the minimum threshold for success.
       
   251     * Strong. The character did well.
       
   252     * Heroic. The character did exceptionally well and looked good doing it.
       
   253     * Special. The character did something in a way that is truly
       
   254       unbelievable. Even people who saw it happen may have a hard time
       
   255       believing that it happened. The player describes the outcome.
       
   256 
       
   257 
       
   258 *Difficulty Notes*
       
   259 
       
   260     * No Roll: The GM decides that the player need not roll the dice.
       
   261     * No Problem: There is no real reason a competent character should fail.
       
   262     * Easy: The job is easy for a competent character.
       
   263     * Average: This is common job for a competent character.
       
   264     * Hard: This is a tough job, even for a competent character.
       
   265     * Unlikely: This is a tough job even for an expert.
       
   266     * Impossible: There is no obvious way a character could do this, but
       
   267       the player may still want to try. The GM sets the Challenge >8;
       
   268       usually 11 with 9 to 15 as a possible range. If the character
       
   269       fails, he either has no idea what to do, no idea how to do it, or
       
   270       no way to do it.
       
   271 
       
   272 *Relative Outcome*
       
   273 Now, I extend my mechanics to include relative outcomes. These are most
       
   274 useful for opposed resolution, but they're also good for situations
       
   275 where the GM wants to determine degrees of success or failure. For
       
   276 opposed actions, the opponents both generate die results and the GM
       
   277 compares the results using the Relative Scale as an additional tool for
       
   278 evaluating the outcome of actions. For unopposed actions, the player
       
   279 rolls against the Challenge and the GM determines the outcome based on
       
   280 the Relative Scale.
       
   281 
       
   282 *Relative Scale* Difference	Result
       
   283 -5/worse	Disaster
       
   284 -4	Defeat
       
   285 -1 to -3	Losing
       
   286 0	Push
       
   287 +1 to +3	Winning
       
   288 +4	Victory
       
   289 +5/better	Special
       
   290 
       
   291 
       
   292     * The Difference becomes the Position Modifier if the player wants
       
   293       to take additional action or try a different method for resolving
       
   294       the event.
       
   295     * Disaster. The character has lost and something especially bad has
       
   296       happened.
       
   297     * Defeat. The character has lost.
       
   298     * Losing. The character is getting the worst of it.
       
   299     * Push. Opponents are fairly equal in their efforts. The Unopposed
       
   300       Scale determines the outcome. Weak die results mean both
       
   301       characters failed. Average or better die results mean both
       
   302       characters achieve some measure of success.
       
   303     * Winning. The character has gained the upper hand.
       
   304     * Victory. The character has won.
       
   305     * Special. The character has won and something especially good has
       
   306       happened. The player describes the outcome.
       
   307 
       
   308 
       
   309 The Play Flow with Resolution Mechanics
       
   310 This play flow is rather complicated. I devised five different methods
       
   311 of resolving events. These are the methods I actually use when running a
       
   312 game. These methods are /Unopposed/, /Opposed/, /Played/, /Combat/, and
       
   313 /Chaos/.
       
   314 
       
   315     * */Unopposed resolution/* uses the Unopposed Scale for resolution.
       
   316       This is my most common method of resolution.
       
   317     * */Opposed resolution/* uses a comparison of die results between a
       
   318       character and his opponents. This is used for negotiations or
       
   319       combat between the PCs and their opponents.
       
   320     * */Played resolution/* is based on player intent and character
       
   321       ability with only minimal use of die rolls or resources. This is
       
   322       both the most demanding and perhaps the most rewarding method of
       
   323       resolution.
       
   324     * */Combat resolution/* is based on opposed resolution, but it
       
   325       includes a countdown for multiple characters where the order of
       
   326       events is important. This is strictly for combat. I don't use it
       
   327       unless the order of events is crucial, such as in a duel or a
       
   328       climactic battle.
       
   329     * */Chaos resolution/* is freeform. It includes a countdown, but it
       
   330       allows the GM to handle many different, simultaneous actions using
       
   331       /Unopposed/, /Opposed/, or /Played/ resolution as needed. This is
       
   332       how I prefer to handle situations where players are headed off in
       
   333       several directions at once.
       
   334 
       
   335 
       
   336     * Description.
       
   337           o Situation is described. The GM describes the situation for
       
   338             the players.
       
   339           o Situation is clarified. The players ask questions about
       
   340             specific details. The GM answers as appropriate with the
       
   341             intent of causing an event.
       
   342     * Decision.
       
   343           o Players reject the situation.
       
   344                 + Players attempt to alter the GM's description or set
       
   345                   some other event in motion.
       
   346                       # Players declare desired changes.
       
   347                       # GM declares the modifiers.
       
   348                       # Players roll the dice.
       
   349                       # The GM determines the initial outcome.
       
   350                       # Players may spend resources to change the outcome.
       
   351                       # Once resources are spent, the GM and players
       
   352                         determine the final outcome.
       
   353                       # Continue play. Go to /B. Players accept the
       
   354                         situation./
       
   355                 + Players accept the situation.
       
   356                       # If situation requires resolution, go to /III.
       
   357                         Resolution./
       
   358                       # If situation does not require resolution,
       
   359                         proceed to /IV. Continue Play./
       
   360     * Resolution. Players resolve the event.
       
   361           o The GM decides how he wants to resolve the event based on
       
   362             the situation. He may choose /Unopposed/, /Opposed/,
       
   363             /Played/, /Combat/, or /Chaos/.
       
   364                 + */Unopposed Resolution/*
       
   365                       # Declare and Evaluate Intent
       
   366                             * The player declares a course of action for
       
   367                               his character.
       
   368                             * The GM qualifies the action and provides
       
   369                               modifiers. 
       
   370                       # Determine Initial Outcome
       
   371                             * The player rolls the dice.
       
   372                             * The GM and player evaluate the die result
       
   373                               using the Unopposed Scale and determine
       
   374                               what happened.
       
   375                       # Determine Final Outcome
       
   376                             * The player may spend resources to change
       
   377                               the outcome.
       
   378                             * The GM and the player evaluate the new
       
   379                               result and determine the final outcome.
       
   380                       # Determine Status
       
   381                             * If the event is not resolved, the player
       
   382                               declares a new course of action. Return to
       
   383                               /B. Resolution./
       
   384                             * If the event is resolved, Proceed to /III.
       
   385                               Continue Play./ 
       
   386                 + */Opposed Resolution/*
       
   387                       # Declare and Evaluate Intent
       
   388                             * The player declares a course of action for
       
   389                               his character.
       
   390                             * The GM qualifies the action and provides
       
   391                               modifiers. 
       
   392                       # Determine Initial Outcome
       
   393                             * The player rolls the dice.
       
   394                             * The GM and the player evaluate the die
       
   395                               result use the unopposed and Relative
       
   396                               Scale to determine who has the upper hand.
       
   397                                   o All participants have weak die
       
   398                                     results: Nothing happens.
       
   399                                   o All participants have average die
       
   400                                     results: Essentially a draw.
       
   401                                   o All participants have strong die
       
   402                                     results: All combatants do well.
       
   403                                   o A large difference in die results
       
   404                                     indicates a clear advantage for some
       
   405                                     participants. 
       
   406                       # Determine Final Outcome
       
   407                             * The player may spend resources to change
       
   408                               the outcome.
       
   409                             * The GM and the player evaluate the new
       
   410                               result and determine the final outcome.
       
   411                                   o All participants have weak die
       
   412                                     results: All efforts fail.
       
   413                                   o All participants have average die
       
   414                                     results: Still a draw. No one has a
       
   415                                     clear advantage.
       
   416                                   o All participants have strong die
       
   417                                     results: All participants do well.
       
   418                                     In a duel to the death, the
       
   419                                     participants may injure or kill each
       
   420                                     other.
       
   421                                   o A large difference in die results
       
   422                                     indicates victory for some
       
   423                                     participants. 
       
   424                       # Determine Status
       
   425                             * The event is not resolved. The player
       
   426                               declares a new course of action. Return to
       
   427                               /B. Resolution./
       
   428                             * The event is resolved. Proceed to /IV.
       
   429                               Continue Play./ 
       
   430                 + */Played Resolution/*
       
   431                       # Declare and Evaluate Intent
       
   432                             * The player declares a course of action for
       
   433                               his character. The detail depends on the
       
   434                               situation and the player.
       
   435                             * The GM determines qualifies the action and
       
   436                               provides modifiers. 
       
   437                       # Determine Initial Outcome
       
   438                             * The player rolls the dice.
       
   439                             * The GM evaluates the die result using the
       
   440                               Unopposed Scale to determine the strength
       
   441                               of the character's effort.
       
   442                       # Determine Final Outcome
       
   443                             * The GM roleplays the NPCs involved in the
       
   444                               event, describing their actions and
       
   445                               declaring their intentions. The player
       
   446                               roleplays his character.
       
   447                             * The GM and the player evaluate the result
       
   448                               based primarily on declarations and
       
   449                               roleplaying to determine the final
       
   450                               outcome. For the player, effective
       
   451                               roleplaying may seal the deal while poor
       
   452                               roleplaying may kill it.
       
   453                       # Determine Status
       
   454                             * The event is not resolved. The player
       
   455                               declares a new course of action. Return to
       
   456                               /B. Resolution./
       
   457                             * The event is resolved. Proceed to /IV.
       
   458                               Continue Play./ 
       
   459                 + */Combat Resolution/*
       
   460                       # Initialize Countdown
       
   461                             * The players choose combat as their
       
   462                               characters' course of action.
       
   463                             * The GM qualifies the participants,
       
   464                               determines modifiers, and calls for a
       
   465                               combat die roll.
       
   466                             * The players (including GM) roll dice for
       
   467                               combatants.
       
   468                             * The GM qualifies die rolls from highest to
       
   469                               lowest. The countdown is set at the
       
   470                               highest current die result.
       
   471                       # Resolution. The players resolve actions for the
       
   472                         current count.
       
   473                             * If there is a tie, the GM takes steps to
       
   474                               resolve the tie.
       
   475                             * The players resolve the action for the
       
   476                               combatant with the highest die result as
       
   477                               an /Opposed/ action.
       
   478                             * Players then resolve the action for
       
   479                               combatants with the same die result as
       
   480                               /Opposed/ actions.
       
   481                       # Determine Status
       
   482                             * The count decreases by 1.
       
   483                             * While the count is above 0.
       
   484                                   o If the combat is not resolved.
       
   485                                     Return to /b. Resolution/.
       
   486                                   o If the combat is resolved. Proceed
       
   487                                     to /IV. Continue Play./ 
       
   488                             * When the count reaches 0, the combat
       
   489                               sequence ends.
       
   490                                   o If the combat is not resolved,
       
   491                                     return to /a. Initialize Countdown/.
       
   492                                   o If the combat is resolved, proceed
       
   493                                     to /IV. Continue Play/. 
       
   494                 + */Chaos Resolution/*
       
   495                       # Initialize Countdown
       
   496                             * The GM determines the order of player
       
   497                               declaration, either around the table (left
       
   498                               to right or right to left) or in groups
       
   499                               based on the situation.
       
   500                             * Resolution. The GM resolves actions in the
       
   501                               determined order.
       
   502                                   o The GM qualifies the current
       
   503                                     character's action, determines
       
   504                                     modifier and method of resolution
       
   505                                     (/unopposed/, /opposed/, or /played/).
       
   506                                   o The GM and player resolve the
       
   507                                     current action by the prescribed method.
       
   508                             * Determine Status. The GM determines
       
   509                               whether or not all actions have been
       
   510                               resolved.
       
   511                                   o If actions remain for resolution,
       
   512                                     the GM advances to the next
       
   513                                     character. Return to /ii. Resolution/.
       
   514                                   o If all actions are resolved, proceed
       
   515                                     to /IV. Continue Play./ 
       
   516     * Continue Play.
       
   517           o Players evaluate current status.
       
   518           o Return to /I. Description./ 
       
   519 
       
   520 
       
   521 That's it. There is still a lot of work to do to finish this game, but
       
   522 the core is firmly in place. Next installment, I will discuss the
       
   523 ubiquitous and useful Play Sample. Thanks for reading.
       
   524 
       
   525 
       
   526       What do you think? <http://trio.rpg.net/pf/list.php?f=110>
       
   527 
       
   528 Go to forum! <http://www.rpg.net/pf/list.php?f=110>
       
   529  Go to Top <http://www.rpg.net/pf/list.php?f=110>  |  New Topic
       
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   532 <http://www.rpg.net/pf/search.php?f=110> 
       
   533 
       
   534  Topics 	Author  	Date 	Latest Reply
       
   535  cooldog cotangent
       
   536 <http://www.rpg.net/pf/read.php?f=110&i=98&t=98> (1) new
       
   537 cranial_index  	01-31-2006 20:46  	01-31-2006 20:46 new
       
   538   CORONA <http://www.rpg.net/pf/read.php?f=110&i=97&t=97> (1) new
       
   539 corn_chamomile  	01-31-2006 20:25  	01-31-2006 20:25 new
       
   540  Fendi Spy Bags WHOLESALE@WizardReplica.com
       
   541 <http://www.rpg.net/pf/read.php?f=110&i=95&t=95> (1) new 	514 
       
   542 12-02-2005 10:55  	12-02-2005 10:55 new
       
   543  Designer Handbags Wholesale@WWW.WIZARDREPLICA.COM
       
   544 <http://www.rpg.net/pf/read.php?f=110&i=94&t=94> (1) new 	868 
       
   545 11-14-2005 19:41  	11-14-2005 19:41 new
       
   546  REPLICA HANDBAGS LOUIS VUITTON REPLICA WHOLESALE@
       
   547 <http://www.rpg.net/pf/read.php?f=110&i=93&t=93> (1) new 	794 
       
   548 10-20-2005 21:37  	10-20-2005 21:37 new
       
   549  Death/playing style
       
   550 <http://www.rpg.net/pf/read.php?f=110&i=92&t=92> (1) new 	Searcher 
       
   551 09-22-2003 11:35  	09-22-2003 11:35 new
       
   552  Death and actual immortality
       
   553 <http://www.rpg.net/pf/read.php?f=110&i=89&t=89> (3) new 	Cpl Ferro 
       
   554 07-19-2003 08:53  	01-13-2006 15:22 new
       
   555  Non-death death
       
   556 <http://www.rpg.net/pf/read.php?f=110&i=85&t=85> (5) new 	Sérgio
       
   557 Mascarenhas  	07-18-2003 03:07  	07-23-2003 02:38 new
       
   558  Thanks, Hunter
       
   559 <http://www.rpg.net/pf/read.php?f=110&i=80&t=80> (4) new 	Allan
       
   560 Sugarbaker  	07-16-2003 00:18  	07-17-2003 19:34 new
       
   561  Realism <http://www.rpg.net/pf/read.php?f=110&i=74&t=74> (3) new
       
   562 Robin  	06-20-2003 01:23  	06-25-2003 02:34 new
       
   563  Something you might have mentioned.
       
   564 <http://www.rpg.net/pf/read.php?f=110&i=65&t=65> (3) new 	Yamo 
       
   565 06-19-2003 16:13  	06-19-2003 18:11 new
       
   566  BTW, excellent column, Hunter!
       
   567 <http://www.rpg.net/pf/read.php?f=110&i=63&t=63> (2) new 	flyingmice 
       
   568 06-19-2003 13:11  	06-19-2003 18:13 new
       
   569  Armor and Damage Thereto
       
   570 <http://www.rpg.net/pf/read.php?f=110&i=56&t=56> (2) new 	The Student 
       
   571 06-19-2003 08:45  	06-19-2003 11:44 new
       
   572  Armor <http://www.rpg.net/pf/read.php?f=110&i=54&t=54> (9) new
       
   573 flyingmice  	06-19-2003 08:29  	06-20-2003 06:12 new
       
   574  Death spiral and unconsciousness
       
   575 <http://www.rpg.net/pf/read.php?f=110&i=53&t=53> (7) new 	Torben
       
   576 Mogensen  	06-19-2003 07:31  	06-20-2003 06:52 new
       
   577  lucky or skilled
       
   578 <http://www.rpg.net/pf/read.php?f=110&i=51&t=51> (2) new 	rhyme 
       
   579 05-12-2003 18:49  	05-13-2003 09:25 new
       
   580  Absolute, unopposed and opposed
       
   581 <http://www.rpg.net/pf/read.php?f=110&i=48&t=48> (2) new 	Torben
       
   582 Mogensen  	04-16-2003 02:19  	04-16-2003 09:26 new
       
   583  0-9 open ended = brilliant!
       
   584 <http://www.rpg.net/pf/read.php?f=110&i=31&t=31> (8) new 	Vibropod 
       
   585 03-12-2003 10:41  	07-18-2003 01:28 new
       
   586  Smooth rerolls
       
   587 <http://www.rpg.net/pf/read.php?f=110&i=27&t=27> (10) new 	Torben
       
   588 Mogensen  	03-12-2003 00:47  	03-16-2003 23:57 new
       
   589  Resolution Mechanics
       
   590 <http://www.rpg.net/pf/read.php?f=110&i=25&t=25> (8) new 	Kyle
       
   591 Schuant  	03-11-2003 22:14  	03-29-2003 21:28 new
       
   592 
       
   593  Go to Top <http://www.rpg.net/pf/list.php?f=110>  |  New Topic
       
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   596 <http://www.rpg.net/pf/search.php?f=110> 
       
   597 	
       
   598  Newer Messages
       
   599 <http://www.rpg.net/pf/list.php?f=110&t=98&a=1&>  |  Older Messages
       
   600 <http://www.rpg.net/pf/list.php?f=110&t=25&a=2&> 
       
   601 
       
   602 ------------------------------------------------------------------------
       
   603 
       
   604 
       
   605       Previous columns
       
   606 
       
   607     * #8: True Death </news+reviews/columns/dream17jul03.html> by Hunter
       
   608       Logan, 17jul03
       
   609     * #7: Assessing Damage </news+reviews/columns/dream19jun03.html> by
       
   610       Hunter Logan, 19jun03
       
   611     * #6: Putting Theory to the Test
       
   612       </news+reviews/columns/dream12may03.html> by Hunter Logan, 12may03
       
   613     * #5: Resolution Mechanics II
       
   614       </news+reviews/columns/dream14apr03.html> by Hunter Logan, 14apr03
       
   615     * Resolution Mechanics I </news+reviews/columns/dream11mar03.html>
       
   616       by Hunter Logan, 11mar03
       
   617     * Player Goals </news+reviews/columns/dream10feb03.html> by Hunter
       
   618       Logan, 10feb03
       
   619     * Balance of Power </news+reviews/columns/dream20jan03.html> by
       
   620       Hunter Logan, 20jan03
       
   621     * Play Flow First </news+reviews/columns/dream01jan03.html> by
       
   622       Hunter Logan, 01jan03
       
   623 
       
   624 
       
   625       Other columns </news+reviews/columns.html> at RPGnet
       
   626 
       
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