<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: Show052: Live interview with Vincent Baker</title>
	<atom:link href="http://theoryfromthecloset.com/2009/06/04/show052-live-interview-with-vincent-baker/feed/" rel="self" type="application/rss+xml" />
	<link>http://theoryfromthecloset.com/2009/06/04/show052-live-interview-with-vincent-baker/</link>
	<description>A punk perspective on tabletop RPG's, their theory, and design.</description>
	<lastBuildDate>Sun, 07 Feb 2010 22:12:07 +0000</lastBuildDate>
	<generator>http://wordpress.org/?v=2.9.2</generator>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
		<item>
		<title>By: Oberon</title>
		<link>http://theoryfromthecloset.com/2009/06/04/show052-live-interview-with-vincent-baker/comment-page-1/#comment-5577</link>
		<dc:creator>Oberon</dc:creator>
		<pubDate>Tue, 21 Jul 2009 00:49:49 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=223#comment-5577</guid>
		<description>Clyde! Check out this game: &lt;a href=&quot;http://thepath-game.com/&quot; rel=&quot;nofollow&quot;&gt;http://thepath-game.com/&lt;/a&gt;&lt;br&gt;I&#039;d have posted this back on the comments to the ep about Silence, but I wasn&#039;t sure if you&#039;d notice it, so I&#039;m posting it here.</description>
		<content:encoded><![CDATA[<p>Clyde! Check out this game: <a href="http://thepath-game.com/" rel="nofollow">http://thepath-game.com/</a><br />I&#39;d have posted this back on the comments to the ep about Silence, but I wasn&#39;t sure if you&#39;d notice it, so I&#39;m posting it here.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Oberon</title>
		<link>http://theoryfromthecloset.com/2009/06/04/show052-live-interview-with-vincent-baker/comment-page-1/#comment-5576</link>
		<dc:creator>Oberon</dc:creator>
		<pubDate>Fri, 17 Jul 2009 22:20:27 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=223#comment-5576</guid>
		<description>I should note that I still think there&#039;s more to the issue than *just* rules engagement.</description>
		<content:encoded><![CDATA[<p>I should note that I still think there&#39;s more to the issue than *just* rules engagement.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: robosnake</title>
		<link>http://theoryfromthecloset.com/2009/06/04/show052-live-interview-with-vincent-baker/comment-page-1/#comment-5575</link>
		<dc:creator>robosnake</dc:creator>
		<pubDate>Fri, 17 Jul 2009 19:46:43 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=223#comment-5575</guid>
		<description>Yup.  Lack of traction means you spin out...or drift, as it were :)</description>
		<content:encoded><![CDATA[<p>Yup.  Lack of traction means you spin out&#8230;or drift, as it were <img src='http://theoryfromthecloset.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Dave (aka Nev)</title>
		<link>http://theoryfromthecloset.com/2009/06/04/show052-live-interview-with-vincent-baker/comment-page-1/#comment-5570</link>
		<dc:creator>Dave (aka Nev)</dc:creator>
		<pubDate>Sat, 27 Jun 2009 20:11:44 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=223#comment-5570</guid>
		<description>On rereading my rant there (I&#039;m egotistical like that), I do notice a potential correlation between the &quot;traction&quot; concept and rules-engagement, which is that when we play games where the rules won&#039;t reliably give us what we want, we tend to try to find ways around them- often on the social level or whatever. Like parleying in D&amp;D. There aren&#039;t really rules for it, except &quot;see if you can bullshit your way past the GM&quot;. That, I can see as an example of withdrawing from engagement with the rules as a reaction to perceived lack of traction within the rules. &lt;br&gt;&lt;br&gt;Does that make sense?</description>
		<content:encoded><![CDATA[<p>On rereading my rant there (I&#39;m egotistical like that), I do notice a potential correlation between the &#8220;traction&#8221; concept and rules-engagement, which is that when we play games where the rules won&#39;t reliably give us what we want, we tend to try to find ways around them- often on the social level or whatever. Like parleying in D&#038;D. There aren&#39;t really rules for it, except &#8220;see if you can bullshit your way past the GM&#8221;. That, I can see as an example of withdrawing from engagement with the rules as a reaction to perceived lack of traction within the rules. </p>
<p>Does that make sense?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Dave (aka Nev)</title>
		<link>http://theoryfromthecloset.com/2009/06/04/show052-live-interview-with-vincent-baker/comment-page-1/#comment-5569</link>
		<dc:creator>Dave (aka Nev)</dc:creator>
		<pubDate>Sat, 27 Jun 2009 20:07:43 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=223#comment-5569</guid>
		<description>Wow. That was annoying to listen to. But hey, that&#039;s podcasting for ya. I&#039;m sure it will improve.&lt;br&gt;&lt;br&gt;Much better convo with Vincent than the last one I heard with him- that clouds and boxes shit was indecipherable. Sorry, Vincent. I still think you&#039;re the man.&lt;br&gt;&lt;br&gt;I wanted to unpack Joel&#039;s &quot;traction vs. randomness&quot; thing a bit. That&#039;s definitely not about rules engagement, in my experience- it is its own thing. I usually come down solidly on the &quot;traction&quot; side- why bother making decisions if you can&#039;t reasonably expect your actions to weight the results sufficiently to achieve goals? I tend to break down into a puddle when in a situation where there is no course of action I can expect a reasonable chance of achieving with the mechanics. This is an independent issue from &quot;points of contact&quot; or &quot;engagement with the mechanics&quot;. The mechanics of Don&#039;t Rest Your Head, for example, are hella engaging. When you play that game, you are f*cking ENGAGED, 100% of the time. You can&#039;t really not be. AND, separate from that, you have a reasonable expectation that if you make a decision, you can make progress toward achieving that goal. The mechanics of the ORE have far more points of contact than DRYH, and arguably you can be just as engaged with them, but the expectation of reliable achievement depends entirely on where your character&#039;s requisite skill falls on the curve. When playing in an adventure-fantasy setting, I found this often frustrating. I was engaging the mechanics, but could not get traction. When playing in a medical drama setting, engaging equally with the mechanics as in the fantasy setting, I found myself coming down much more comfortably on the &quot;randomness&quot; side of the scales- abject failure in the face of best efforts being an understood core trope of medical drama as a genre.&lt;br&gt;&lt;br&gt;I&#039;m kind of babbling, so I&#039;m not sure I&#039;m getting my point across. I&#039;m just trying to add weight to Joel&#039;s ideas about &quot;traction vs. randomness&quot; as a legitimate issue for further examination, aside from (but not necessarily separate from) issues of Creative Agenda... perhaps tied in more with Vincent&#039;s idea of &quot;Technical Agenda&quot;, which also makes sense to me, whether or not it can be teased out from CA or not.&lt;br&gt;&lt;br&gt;Thanks for another good show, Clyde; keep &#039;em comin&#039;!</description>
		<content:encoded><![CDATA[<p>Wow. That was annoying to listen to. But hey, that&#39;s podcasting for ya. I&#39;m sure it will improve.</p>
<p>Much better convo with Vincent than the last one I heard with him- that clouds and boxes shit was indecipherable. Sorry, Vincent. I still think you&#39;re the man.</p>
<p>I wanted to unpack Joel&#39;s &#8220;traction vs. randomness&#8221; thing a bit. That&#39;s definitely not about rules engagement, in my experience- it is its own thing. I usually come down solidly on the &#8220;traction&#8221; side- why bother making decisions if you can&#39;t reasonably expect your actions to weight the results sufficiently to achieve goals? I tend to break down into a puddle when in a situation where there is no course of action I can expect a reasonable chance of achieving with the mechanics. This is an independent issue from &#8220;points of contact&#8221; or &#8220;engagement with the mechanics&#8221;. The mechanics of Don&#39;t Rest Your Head, for example, are hella engaging. When you play that game, you are f*cking ENGAGED, 100% of the time. You can&#39;t really not be. AND, separate from that, you have a reasonable expectation that if you make a decision, you can make progress toward achieving that goal. The mechanics of the ORE have far more points of contact than DRYH, and arguably you can be just as engaged with them, but the expectation of reliable achievement depends entirely on where your character&#39;s requisite skill falls on the curve. When playing in an adventure-fantasy setting, I found this often frustrating. I was engaging the mechanics, but could not get traction. When playing in a medical drama setting, engaging equally with the mechanics as in the fantasy setting, I found myself coming down much more comfortably on the &#8220;randomness&#8221; side of the scales- abject failure in the face of best efforts being an understood core trope of medical drama as a genre.</p>
<p>I&#39;m kind of babbling, so I&#39;m not sure I&#39;m getting my point across. I&#39;m just trying to add weight to Joel&#39;s ideas about &#8220;traction vs. randomness&#8221; as a legitimate issue for further examination, aside from (but not necessarily separate from) issues of Creative Agenda&#8230; perhaps tied in more with Vincent&#39;s idea of &#8220;Technical Agenda&#8221;, which also makes sense to me, whether or not it can be teased out from CA or not.</p>
<p>Thanks for another good show, Clyde; keep &#39;em comin&#39;!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Doug</title>
		<link>http://theoryfromthecloset.com/2009/06/04/show052-live-interview-with-vincent-baker/comment-page-1/#comment-5567</link>
		<dc:creator>Doug</dc:creator>
		<pubDate>Wed, 17 Jun 2009 19:34:56 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=223#comment-5567</guid>
		<description>The live interaction was a cool idea but was a little clunky.  I just take that kind of difficulty to be inevitable when you first try something, and I&#039;m not worried about it.&lt;br&gt;&lt;br&gt;I was wondering if you can point me in the direction of an article or blog post or something that is about Simulationism/Right to Dream but written by someone who really likes it.  I have an inkling that RtD describes the play that I most enjoy, but I keep encountering descriptions from Forge-types who love Story Now and occasionally dip into Step on Up but seem to have this kind of masked contempt for RtD, making their descriptions of it almost impossible for me to identify with (or, frankly, really understand).&lt;br&gt;&lt;br&gt;I don&#039;t know if this was the case for VB - he definitely didn&#039;t seem to see what the fun of RtD would actually be, and rightly identified himself as probably not the right person to talk about it...I&#039;m wondering who is the right person.  (I tried to read Ron Edwards&#039; essay on RtD but being outside of the Big Model bubble I didn&#039;t really follow how what he was saying was meaningful, though clearly others find it to be).</description>
		<content:encoded><![CDATA[<p>The live interaction was a cool idea but was a little clunky.  I just take that kind of difficulty to be inevitable when you first try something, and I&#39;m not worried about it.</p>
<p>I was wondering if you can point me in the direction of an article or blog post or something that is about Simulationism/Right to Dream but written by someone who really likes it.  I have an inkling that RtD describes the play that I most enjoy, but I keep encountering descriptions from Forge-types who love Story Now and occasionally dip into Step on Up but seem to have this kind of masked contempt for RtD, making their descriptions of it almost impossible for me to identify with (or, frankly, really understand).</p>
<p>I don&#39;t know if this was the case for VB &#8211; he definitely didn&#39;t seem to see what the fun of RtD would actually be, and rightly identified himself as probably not the right person to talk about it&#8230;I&#39;m wondering who is the right person.  (I tried to read Ron Edwards&#39; essay on RtD but being outside of the Big Model bubble I didn&#39;t really follow how what he was saying was meaningful, though clearly others find it to be).</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Micah</title>
		<link>http://theoryfromthecloset.com/2009/06/04/show052-live-interview-with-vincent-baker/comment-page-1/#comment-5566</link>
		<dc:creator>Micah</dc:creator>
		<pubDate>Tue, 16 Jun 2009 15:22:34 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=223#comment-5566</guid>
		<description>Yeah, some notes would probably take care of that, but you wouldn&#039;t need too much material considering that some of the follow up would be coming from the audience.</description>
		<content:encoded><![CDATA[<p>Yeah, some notes would probably take care of that, but you wouldn&#39;t need too much material considering that some of the follow up would be coming from the audience.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Clyde_L_Rhoer</title>
		<link>http://theoryfromthecloset.com/2009/06/04/show052-live-interview-with-vincent-baker/comment-page-1/#comment-5565</link>
		<dc:creator>Clyde_L_Rhoer</dc:creator>
		<pubDate>Tue, 16 Jun 2009 07:43:04 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=223#comment-5565</guid>
		<description>Yeah... they certainly frustrated me. I love the idea of interaction, I&#039;m trying to figure out a way to make that a standard for the show. It was also more difficult, I missed a lot of follow ups, and a few things I meant to discuss, which means I&#039;ll have to quit slacking on prep to go the live route.</description>
		<content:encoded><![CDATA[<p>Yeah&#8230; they certainly frustrated me. I love the idea of interaction, I&#39;m trying to figure out a way to make that a standard for the show. It was also more difficult, I missed a lot of follow ups, and a few things I meant to discuss, which means I&#39;ll have to quit slacking on prep to go the live route.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Micah</title>
		<link>http://theoryfromthecloset.com/2009/06/04/show052-live-interview-with-vincent-baker/comment-page-1/#comment-5561</link>
		<dc:creator>Micah</dc:creator>
		<pubDate>Mon, 15 Jun 2009 20:30:24 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=223#comment-5561</guid>
		<description>The technical issues were a bit frustrating but the discussion was interesting. I like the idea of interaction, I wish I had been able to follow along when it was happening. Next time for sure.</description>
		<content:encoded><![CDATA[<p>The technical issues were a bit frustrating but the discussion was interesting. I like the idea of interaction, I wish I had been able to follow along when it was happening. Next time for sure.</p>
]]></content:encoded>
	</item>
</channel>
</rss>
