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	<title>Comments on: Show017: Game Design for Game Designers with James Brown</title>
	<atom:link href="http://theoryfromthecloset.com/2007/08/23/show017-game-design-for-game-designers-with-james-brown/feed/" rel="self" type="application/rss+xml" />
	<link>http://theoryfromthecloset.com/2007/08/23/show017-game-design-for-game-designers-with-james-brown/</link>
	<description>A punk perspective on tabletop RPG's, their theory, and design.</description>
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		<title>By: Doug Hagler</title>
		<link>http://theoryfromthecloset.com/2007/08/23/show017-game-design-for-game-designers-with-james-brown/comment-page-1/#comment-557</link>
		<dc:creator>Doug Hagler</dc:creator>
		<pubDate>Sun, 18 Nov 2007 21:59:12 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/2007/08/23/show017-game-design-for-game-designers-with-james-brown/#comment-557</guid>
		<description>Currency, specifically, because I never really thought of it as such a broad category.  I had more of an idea that it included the things that you &#039;spend&#039; in a game system at the table - for example, going &quot;all in&quot; in Mortal Coil, or how you allocate tokens each round for conflicts, etc.  I didn&#039;t see it as broadly as &#039;how you interact with the game environment&#039;.

The discussion of the reward system didn&#039;t so much clarify anything because I think I already have a pretty good grasp of it, but it was helpful in my own thinking and design.  I&#039;ve found myself adding reward systems to game systems because its worked out so well running one-shot games at the local game store.  Especially handing out little &#039;fiddly bits&#039; to reinforce the kind of behaviors I want to reinforce, and getting the players to do that for each other as well.  It really worked well in a Call of Cthulhu game, for example, when it isn&#039;t part of the actual system at all.  My friend&#039;s BESM game has a whole token system built onto the system that is also working out really well, encouraging everyone to make the game more fun and to have more buy-in.

I also really liked the two principles of player interaction - &#039;I&#039;ll be there for you&#039; and &#039;Nobody gets hurt&#039;.  An almost poignant way to spell out the way we want to treat each other in a game, especially games dealing with difficult issues - which is a direction I like to go in games at least some of the time.</description>
		<content:encoded><![CDATA[<p>Currency, specifically, because I never really thought of it as such a broad category.  I had more of an idea that it included the things that you &#8216;spend&#8217; in a game system at the table &#8211; for example, going &#8220;all in&#8221; in Mortal Coil, or how you allocate tokens each round for conflicts, etc.  I didn&#8217;t see it as broadly as &#8216;how you interact with the game environment&#8217;.</p>
<p>The discussion of the reward system didn&#8217;t so much clarify anything because I think I already have a pretty good grasp of it, but it was helpful in my own thinking and design.  I&#8217;ve found myself adding reward systems to game systems because its worked out so well running one-shot games at the local game store.  Especially handing out little &#8216;fiddly bits&#8217; to reinforce the kind of behaviors I want to reinforce, and getting the players to do that for each other as well.  It really worked well in a Call of Cthulhu game, for example, when it isn&#8217;t part of the actual system at all.  My friend&#8217;s BESM game has a whole token system built onto the system that is also working out really well, encouraging everyone to make the game more fun and to have more buy-in.</p>
<p>I also really liked the two principles of player interaction &#8211; &#8216;I&#8217;ll be there for you&#8217; and &#8216;Nobody gets hurt&#8217;.  An almost poignant way to spell out the way we want to treat each other in a game, especially games dealing with difficult issues &#8211; which is a direction I like to go in games at least some of the time.</p>
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		<title>By: clyde</title>
		<link>http://theoryfromthecloset.com/2007/08/23/show017-game-design-for-game-designers-with-james-brown/comment-page-1/#comment-554</link>
		<dc:creator>clyde</dc:creator>
		<pubDate>Sun, 18 Nov 2007 12:46:14 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/2007/08/23/show017-game-design-for-game-designers-with-james-brown/#comment-554</guid>
		<description>Hey Doug,

I&#039;m glad you enjoyed it. If you remember what got clarified for you specifically?</description>
		<content:encoded><![CDATA[<p>Hey Doug,</p>
<p>I&#8217;m glad you enjoyed it. If you remember what got clarified for you specifically?</p>
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	<item>
		<title>By: Doug Hagler</title>
		<link>http://theoryfromthecloset.com/2007/08/23/show017-game-design-for-game-designers-with-james-brown/comment-page-1/#comment-552</link>
		<dc:creator>Doug Hagler</dc:creator>
		<pubDate>Sun, 18 Nov 2007 09:26:44 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/2007/08/23/show017-game-design-for-game-designers-with-james-brown/#comment-552</guid>
		<description>I thought this episode was fantastic in pretty much every way.  Death&#039;s Door sounds like an amazing game - I felt myself in both categories at once - I need to play this game/I can&#039;t play this game.

It actually reminded me of Julia Ellingboe&#039;s Steal Away Jordan, in that it is a game about something uncomfortable, created for the purpose of dealing with that very thing.  Its a game about more than the game, which I think is potentially pretty powerful.

I also appreciated all of the discussion that occurred in the episode about games in general.  It gave me a lot to think aboot :) as well as some &#039;live&#039; examples of game theory that clarified some of it for me.

So yeah, anyway, I really enjoyed it.</description>
		<content:encoded><![CDATA[<p>I thought this episode was fantastic in pretty much every way.  Death&#8217;s Door sounds like an amazing game &#8211; I felt myself in both categories at once &#8211; I need to play this game/I can&#8217;t play this game.</p>
<p>It actually reminded me of Julia Ellingboe&#8217;s Steal Away Jordan, in that it is a game about something uncomfortable, created for the purpose of dealing with that very thing.  Its a game about more than the game, which I think is potentially pretty powerful.</p>
<p>I also appreciated all of the discussion that occurred in the episode about games in general.  It gave me a lot to think aboot <img src='http://theoryfromthecloset.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  as well as some &#8216;live&#8217; examples of game theory that clarified some of it for me.</p>
<p>So yeah, anyway, I really enjoyed it.</p>
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		<title>By: clyde</title>
		<link>http://theoryfromthecloset.com/2007/08/23/show017-game-design-for-game-designers-with-james-brown/comment-page-1/#comment-205</link>
		<dc:creator>clyde</dc:creator>
		<pubDate>Fri, 24 Aug 2007 19:19:54 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/2007/08/23/show017-game-design-for-game-designers-with-james-brown/#comment-205</guid>
		<description>You did say aboot though. *grins*

I&#039;m still making the post and can expand on that section. What do you think you missed?</description>
		<content:encoded><![CDATA[<p>You did say aboot though. *grins*</p>
<p>I&#8217;m still making the post and can expand on that section. What do you think you missed?</p>
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		<title>By: James Brown</title>
		<link>http://theoryfromthecloset.com/2007/08/23/show017-game-design-for-game-designers-with-james-brown/comment-page-1/#comment-203</link>
		<dc:creator>James Brown</dc:creator>
		<pubDate>Fri, 24 Aug 2007 17:20:30 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/2007/08/23/show017-game-design-for-game-designers-with-james-brown/#comment-203</guid>
		<description>Wow, I don&#039;t sound nearly as stoned and half-asleep as I feared I would, although I do still mumble and drag a lot.  And I completely got sidetracked from talking about the bigger cycle of reward systems, which is the real meat of the topic.  Next time, Gadget!

James</description>
		<content:encoded><![CDATA[<p>Wow, I don&#8217;t sound nearly as stoned and half-asleep as I feared I would, although I do still mumble and drag a lot.  And I completely got sidetracked from talking about the bigger cycle of reward systems, which is the real meat of the topic.  Next time, Gadget!</p>
<p>James</p>
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