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	<title>Comments for Theory From the Closet</title>
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	<link>http://theoryfromthecloset.com</link>
	<description>A punk perspective on tabletop RPG's, their theory, and design.</description>
	<lastBuildDate>Fri, 03 Sep 2010 00:29:19 +0000</lastBuildDate>
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		<title>Comment on Show060: Interview with David Wesely by clyde</title>
		<link>http://theoryfromthecloset.com/2010/08/30/show060-interview-with-david-wesely/comment-page-1/#comment-10861</link>
		<dc:creator>clyde</dc:creator>
		<pubDate>Fri, 03 Sep 2010 00:29:19 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=301#comment-10861</guid>
		<description>It appears Drive Thru has digital versions of that Pegasus magazine.</description>
		<content:encoded><![CDATA[<p>It appears Drive Thru has digital versions of that Pegasus magazine.</p>
]]></content:encoded>
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	<item>
		<title>Comment on Show060: Interview with David Wesely by clyde</title>
		<link>http://theoryfromthecloset.com/2010/08/30/show060-interview-with-david-wesely/comment-page-1/#comment-10860</link>
		<dc:creator>clyde</dc:creator>
		<pubDate>Fri, 03 Sep 2010 00:18:14 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=301#comment-10860</guid>
		<description>The only thing I know of, that aren&#039;t from Major Wesely himself, are the citations from the bottom of his wikipedia page. Many of those links are dead, however, but some of them lead to actual publications, perhaps a library would help there.

The quotes on those websites look like they come from a common source though, my bet would be that first issue of Pegasus.</description>
		<content:encoded><![CDATA[<p>The only thing I know of, that aren&#8217;t from Major Wesely himself, are the citations from the bottom of his wikipedia page. Many of those links are dead, however, but some of them lead to actual publications, perhaps a library would help there.</p>
<p>The quotes on those websites look like they come from a common source though, my bet would be that first issue of Pegasus.</p>
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		<title>Comment on Show060: Interview with David Wesely by walkerp</title>
		<link>http://theoryfromthecloset.com/2010/08/30/show060-interview-with-david-wesely/comment-page-1/#comment-10859</link>
		<dc:creator>walkerp</dc:creator>
		<pubDate>Thu, 02 Sep 2010 23:49:12 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=301#comment-10859</guid>
		<description>Great job here.  This was a fantastic pleasure to listen to.  I really must congratulate you on succeeding in getting Mr. Wesely to sit down and just talk.  I could easily listen to a couple more hours of his RPG history.  Fascinating stuff and very well facilitated.  This is history that could have been lost.  Is there any documentation online that describes his role from a more objective perspective (not that I doubt his word or anything, but I just want to try and put what he said into context).</description>
		<content:encoded><![CDATA[<p>Great job here.  This was a fantastic pleasure to listen to.  I really must congratulate you on succeeding in getting Mr. Wesely to sit down and just talk.  I could easily listen to a couple more hours of his RPG history.  Fascinating stuff and very well facilitated.  This is history that could have been lost.  Is there any documentation online that describes his role from a more objective perspective (not that I doubt his word or anything, but I just want to try and put what he said into context).</p>
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	<item>
		<title>Comment on Show059: Interview with Vincent Baker by Book of Threes Revision Sneak Preview &#171; Blessings of the Dice Gods</title>
		<link>http://theoryfromthecloset.com/2010/08/19/show059-interview-with-vincent-baker/comment-page-1/#comment-10854</link>
		<dc:creator>Book of Threes Revision Sneak Preview &#171; Blessings of the Dice Gods</dc:creator>
		<pubDate>Thu, 02 Sep 2010 15:47:49 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=281#comment-10854</guid>
		<description>[...] main issue, as I see it, is one discussed by Vincent Baker in a recent interview and also on his blog (over there in the sidebar, &#8220;anyway.&#8221;). That issue is when the [...]</description>
		<content:encoded><![CDATA[<p>[...] main issue, as I see it, is one discussed by Vincent Baker in a recent interview and also on his blog (over there in the sidebar, &#8220;anyway.&#8221;). That issue is when the [...]</p>
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	<item>
		<title>Comment on Show060: Interview with David Wesely by Grant</title>
		<link>http://theoryfromthecloset.com/2010/08/30/show060-interview-with-david-wesely/comment-page-1/#comment-10853</link>
		<dc:creator>Grant</dc:creator>
		<pubDate>Thu, 02 Sep 2010 13:26:04 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=301#comment-10853</guid>
		<description>Amazing interview, Clyde.</description>
		<content:encoded><![CDATA[<p>Amazing interview, Clyde.</p>
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		<title>Comment on Show060: Interview with David Wesely by Chris Lowrance</title>
		<link>http://theoryfromthecloset.com/2010/08/30/show060-interview-with-david-wesely/comment-page-1/#comment-10841</link>
		<dc:creator>Chris Lowrance</dc:creator>
		<pubDate>Wed, 01 Sep 2010 17:10:41 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=301#comment-10841</guid>
		<description>This was a great listen, as was the talk on homosexuality and gaming from back in September. I can tell I&#039;ll be sinking a lot of time into going through previous episodes!

Also, and I am not making this up - I think I ran into this exact same woman once. At the very least, it was the same &quot;conversation,&quot; right down to the &quot;talk so much and say nothing&quot; line. It&#039;s not just a Midwestern thing then, as this was in the South.</description>
		<content:encoded><![CDATA[<p>This was a great listen, as was the talk on homosexuality and gaming from back in September. I can tell I&#8217;ll be sinking a lot of time into going through previous episodes!</p>
<p>Also, and I am not making this up &#8211; I think I ran into this exact same woman once. At the very least, it was the same &#8220;conversation,&#8221; right down to the &#8220;talk so much and say nothing&#8221; line. It&#8217;s not just a Midwestern thing then, as this was in the South.</p>
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		<title>Comment on Show060: Interview with David Wesely by clyde</title>
		<link>http://theoryfromthecloset.com/2010/08/30/show060-interview-with-david-wesely/comment-page-1/#comment-10840</link>
		<dc:creator>clyde</dc:creator>
		<pubDate>Wed, 01 Sep 2010 15:20:30 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=301#comment-10840</guid>
		<description>It doesn&#039;t have to be selfish. You could transcribe it. I have to look at the keyboard to find the letters. I could host it or send you traffic. Assuming you use the creative commons license I release everything under. There&#039;s a link, to the license, in one of the boxes to the right.</description>
		<content:encoded><![CDATA[<p>It doesn&#8217;t have to be selfish. You could transcribe it. I have to look at the keyboard to find the letters. I could host it or send you traffic. Assuming you use the creative commons license I release everything under. There&#8217;s a link, to the license, in one of the boxes to the right.</p>
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		<title>Comment on Show060: Interview with David Wesely by nate</title>
		<link>http://theoryfromthecloset.com/2010/08/30/show060-interview-with-david-wesely/comment-page-1/#comment-10839</link>
		<dc:creator>nate</dc:creator>
		<pubDate>Wed, 01 Sep 2010 15:16:32 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=301#comment-10839</guid>
		<description>Great stuff.  I learned a lot.  Thanks for posting this.</description>
		<content:encoded><![CDATA[<p>Great stuff.  I learned a lot.  Thanks for posting this.</p>
]]></content:encoded>
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	<item>
		<title>Comment on Show060: Interview with David Wesely by Noumenon</title>
		<link>http://theoryfromthecloset.com/2010/08/30/show060-interview-with-david-wesely/comment-page-1/#comment-10835</link>
		<dc:creator>Noumenon</dc:creator>
		<pubDate>Wed, 01 Sep 2010 13:27:25 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=301#comment-10835</guid>
		<description>This is really selfish of me, but it would take a lot less than 24 hours to transcribe it.</description>
		<content:encoded><![CDATA[<p>This is really selfish of me, but it would take a lot less than 24 hours to transcribe it.</p>
]]></content:encoded>
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		<title>Comment on Show060: Interview with David Wesely by Telecanter</title>
		<link>http://theoryfromthecloset.com/2010/08/30/show060-interview-with-david-wesely/comment-page-1/#comment-10827</link>
		<dc:creator>Telecanter</dc:creator>
		<pubDate>Wed, 01 Sep 2010 05:20:02 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=301#comment-10827</guid>
		<description>Thanks for this.</description>
		<content:encoded><![CDATA[<p>Thanks for this.</p>
]]></content:encoded>
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		<title>Comment on Show060: Interview with David Wesely by Troy</title>
		<link>http://theoryfromthecloset.com/2010/08/30/show060-interview-with-david-wesely/comment-page-1/#comment-10824</link>
		<dc:creator>Troy</dc:creator>
		<pubDate>Wed, 01 Sep 2010 04:19:01 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=301#comment-10824</guid>
		<description>Really awesome. Thank you for capturing this. Luckily most of the good stuff comes before the incredibly rude woman says her peace. (As someone who spent 40 years in a Midwestern state, I immediately recognized her as a type.) Anywho, the sound up to that point is fine and it is still intelligible thereafter.</description>
		<content:encoded><![CDATA[<p>Really awesome. Thank you for capturing this. Luckily most of the good stuff comes before the incredibly rude woman says her peace. (As someone who spent 40 years in a Midwestern state, I immediately recognized her as a type.) Anywho, the sound up to that point is fine and it is still intelligible thereafter.</p>
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		<title>Comment on Show059: Interview with Vincent Baker by misuba</title>
		<link>http://theoryfromthecloset.com/2010/08/19/show059-interview-with-vincent-baker/comment-page-1/#comment-10823</link>
		<dc:creator>misuba</dc:creator>
		<pubDate>Wed, 01 Sep 2010 02:51:32 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=281#comment-10823</guid>
		<description>Uhhh... wow. Vincent says, &quot;Back in 2000 or something, Ron wanted to talk about game design. So, obviously, GNS; then, we can talk about game design. And it&#039;s been ten fuckin&#039; years, trying to get to the point where we can finally talk about game design.&quot;

All I can think of is http://xkcd.com/592/

No, it&#039;s not an exact analogy, but come on. &quot;We introduced this discussion about a complex conflict to the internet, and then the conflict was magnified! WHO KNEW&quot;</description>
		<content:encoded><![CDATA[<p>Uhhh&#8230; wow. Vincent says, &#8220;Back in 2000 or something, Ron wanted to talk about game design. So, obviously, GNS; then, we can talk about game design. And it&#8217;s been ten fuckin&#8217; years, trying to get to the point where we can finally talk about game design.&#8221;</p>
<p>All I can think of is <a href="http://xkcd.com/592/" rel="nofollow">http://xkcd.com/592/</a></p>
<p>No, it&#8217;s not an exact analogy, but come on. &#8220;We introduced this discussion about a complex conflict to the internet, and then the conflict was magnified! WHO KNEW&#8221;</p>
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		<title>Comment on Show060: Interview with David Wesely by Zak S.</title>
		<link>http://theoryfromthecloset.com/2010/08/30/show060-interview-with-david-wesely/comment-page-1/#comment-10821</link>
		<dc:creator>Zak S.</dc:creator>
		<pubDate>Wed, 01 Sep 2010 01:39:13 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=301#comment-10821</guid>
		<description>sweet. good job.</description>
		<content:encoded><![CDATA[<p>sweet. good job.</p>
]]></content:encoded>
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	<item>
		<title>Comment on Show060: Interview with David Wesely by Death Metal Nightmare</title>
		<link>http://theoryfromthecloset.com/2010/08/30/show060-interview-with-david-wesely/comment-page-1/#comment-10820</link>
		<dc:creator>Death Metal Nightmare</dc:creator>
		<pubDate>Wed, 01 Sep 2010 01:37:42 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=301#comment-10820</guid>
		<description>it sounds fine with ear buds!
much appreciated!</description>
		<content:encoded><![CDATA[<p>it sounds fine with ear buds!<br />
much appreciated!</p>
]]></content:encoded>
	</item>
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		<title>Comment on Show060: Interview with David Wesely by Tim Jensen</title>
		<link>http://theoryfromthecloset.com/2010/08/30/show060-interview-with-david-wesely/comment-page-1/#comment-10819</link>
		<dc:creator>Tim Jensen</dc:creator>
		<pubDate>Wed, 01 Sep 2010 01:12:35 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=301#comment-10819</guid>
		<description>A historic interview. Thank you Clyde, and thank you Dave!</description>
		<content:encoded><![CDATA[<p>A historic interview. Thank you Clyde, and thank you Dave!</p>
]]></content:encoded>
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		<title>Comment on Show060: Interview with David Wesely by Havard of Blackmoor</title>
		<link>http://theoryfromthecloset.com/2010/08/30/show060-interview-with-david-wesely/comment-page-1/#comment-10817</link>
		<dc:creator>Havard of Blackmoor</dc:creator>
		<pubDate>Tue, 31 Aug 2010 21:13:15 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=301#comment-10817</guid>
		<description>This was really interesting. Thanks for making this available :)</description>
		<content:encoded><![CDATA[<p>This was really interesting. Thanks for making this available <img src='http://theoryfromthecloset.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>Comment on Show060: Interview with David Wesely by boulet</title>
		<link>http://theoryfromthecloset.com/2010/08/30/show060-interview-with-david-wesely/comment-page-1/#comment-10815</link>
		<dc:creator>boulet</dc:creator>
		<pubDate>Tue, 31 Aug 2010 19:22:52 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=301#comment-10815</guid>
		<description>Thank you Clyde. I learned a lot.</description>
		<content:encoded><![CDATA[<p>Thank you Clyde. I learned a lot.</p>
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		<title>Comment on Show059: Interview with Vincent Baker by gameplaywright.net // story, games, together</title>
		<link>http://theoryfromthecloset.com/2010/08/19/show059-interview-with-vincent-baker/comment-page-1/#comment-10812</link>
		<dc:creator>gameplaywright.net // story, games, together</dc:creator>
		<pubDate>Tue, 31 Aug 2010 17:37:45 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=281#comment-10812</guid>
		<description>[...] World&#8217;s GM advice in the wake of hearing this quote from Vincent Baker. As a guest on this episode of the Theory from the Closet podcast, Vincent Baker said: &#8220;There&#8217;s no such thing as a good GM. There&#8217;s GMs in [...]</description>
		<content:encoded><![CDATA[<p>[...] World&#8217;s GM advice in the wake of hearing this quote from Vincent Baker. As a guest on this episode of the Theory from the Closet podcast, Vincent Baker said: &#8220;There&#8217;s no such thing as a good GM. There&#8217;s GMs in [...]</p>
]]></content:encoded>
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		<title>Comment on Show060: Interview with David Wesely by Johnstone</title>
		<link>http://theoryfromthecloset.com/2010/08/30/show060-interview-with-david-wesely/comment-page-1/#comment-10799</link>
		<dc:creator>Johnstone</dc:creator>
		<pubDate>Mon, 30 Aug 2010 15:28:07 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=301#comment-10799</guid>
		<description>This is great stuff to have recorded.

Before the crazy lady, Hans is right, the audio is fine on headphones. After that, he gets quieter and the kids get louder, but at that point, I&#039;m not about to stop listening.</description>
		<content:encoded><![CDATA[<p>This is great stuff to have recorded.</p>
<p>Before the crazy lady, Hans is right, the audio is fine on headphones. After that, he gets quieter and the kids get louder, but at that point, I&#8217;m not about to stop listening.</p>
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	<item>
		<title>Comment on Show059: Interview with Vincent Baker by Dan Maruschak</title>
		<link>http://theoryfromthecloset.com/2010/08/19/show059-interview-with-vincent-baker/comment-page-1/#comment-10798</link>
		<dc:creator>Dan Maruschak</dc:creator>
		<pubDate>Mon, 30 Aug 2010 15:21:16 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=281#comment-10798</guid>
		<description>Clyde,
I don&#039;t think that&#039;s a simple question in this context. I think the whole clouds and dice discussion is about which rules tend to get followed and which don&#039;t. In Mouse Guard, for example, when you give a helping die to another player you are supposed to describe what action your mouse is taking to help, but many people report that the &quot;describe what you&#039;re doing&quot; step gets dropped and they just say &quot;I&#039;ll help with my _____ skill&quot; and hand over a die. I THINK this is an example of dice-&gt;cloud + dice-&gt;dice where the dice-&gt;cloud part is routinely dropped because it&#039;s not essential for the operation of the mechanics (it&#039;s hard to be sure because Vincent didn&#039;t give examples of published games that show off this part of his argument, and doesn&#039;t explain how to reliably detect them). I tend to be pretty pedantic about always following the rules of games, but even I sometimes fall into the trap of not describing what I&#039;m doing when I give a helping die in Mouse Guard.

So I would say: yes, people should follow the rules. But, as designers, we should also design rules that people will follow. Is that enough agreement for you to say what you were hoping to say?</description>
		<content:encoded><![CDATA[<p>Clyde,<br />
I don&#8217;t think that&#8217;s a simple question in this context. I think the whole clouds and dice discussion is about which rules tend to get followed and which don&#8217;t. In Mouse Guard, for example, when you give a helping die to another player you are supposed to describe what action your mouse is taking to help, but many people report that the &#8220;describe what you&#8217;re doing&#8221; step gets dropped and they just say &#8220;I&#8217;ll help with my _____ skill&#8221; and hand over a die. I THINK this is an example of dice-&gt;cloud + dice-&gt;dice where the dice-&gt;cloud part is routinely dropped because it&#8217;s not essential for the operation of the mechanics (it&#8217;s hard to be sure because Vincent didn&#8217;t give examples of published games that show off this part of his argument, and doesn&#8217;t explain how to reliably detect them). I tend to be pretty pedantic about always following the rules of games, but even I sometimes fall into the trap of not describing what I&#8217;m doing when I give a helping die in Mouse Guard.</p>
<p>So I would say: yes, people should follow the rules. But, as designers, we should also design rules that people will follow. Is that enough agreement for you to say what you were hoping to say?</p>
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		<title>Comment on Show060: Interview with David Wesely by clyde</title>
		<link>http://theoryfromthecloset.com/2010/08/30/show060-interview-with-david-wesely/comment-page-1/#comment-10795</link>
		<dc:creator>clyde</dc:creator>
		<pubDate>Mon, 30 Aug 2010 08:10:59 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=301#comment-10795</guid>
		<description>Thanks Hans,

It gets worse after the crazy lady. It dampened Davids spirits a bit and lowered his voice volume. I didn&#039;t recognize that on-site.</description>
		<content:encoded><![CDATA[<p>Thanks Hans,</p>
<p>It gets worse after the crazy lady. It dampened Davids spirits a bit and lowered his voice volume. I didn&#8217;t recognize that on-site.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Show060: Interview with David Wesely by Hans Chung-Otterson</title>
		<link>http://theoryfromthecloset.com/2010/08/30/show060-interview-with-david-wesely/comment-page-1/#comment-10794</link>
		<dc:creator>Hans Chung-Otterson</dc:creator>
		<pubDate>Mon, 30 Aug 2010 07:58:35 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=301#comment-10794</guid>
		<description>Clyde, this is a treasure. Thank you so much.

I&#039;ve only started listening, but the audio is fine. The background noises never intrude upon the discussion, but I&#039;d probably recommend listening as headphones-only, as the levels vary quite a bit when going from your voice to David&#039;s (you&#039;re much quieter than he is).</description>
		<content:encoded><![CDATA[<p>Clyde, this is a treasure. Thank you so much.</p>
<p>I&#8217;ve only started listening, but the audio is fine. The background noises never intrude upon the discussion, but I&#8217;d probably recommend listening as headphones-only, as the levels vary quite a bit when going from your voice to David&#8217;s (you&#8217;re much quieter than he is).</p>
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		<title>Comment on Show059: Interview with Vincent Baker by clyde</title>
		<link>http://theoryfromthecloset.com/2010/08/19/show059-interview-with-vincent-baker/comment-page-1/#comment-10793</link>
		<dc:creator>clyde</dc:creator>
		<pubDate>Mon, 30 Aug 2010 07:52:38 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=281#comment-10793</guid>
		<description>Hey Dan,

Can we agree that as a game designer it&#039;s reasonable to expect people to play by the rules? Assuming they&#039;re not broken, or the few times we have a weird situation pop-up? If that&#039;s something we can&#039;t agree on then there is nothing else I can say, as it&#039;s built on that.

The reason I ask is; we can decide to play any way we like, as humans with free will. But I&#039;d like to explain fictional causes more, or at least my likely slightly flawed interpretation of them.

Also, I&#039;m not trying to set some trap, and hit you with, &quot;cause the rules say so.&quot;</description>
		<content:encoded><![CDATA[<p>Hey Dan,</p>
<p>Can we agree that as a game designer it&#8217;s reasonable to expect people to play by the rules? Assuming they&#8217;re not broken, or the few times we have a weird situation pop-up? If that&#8217;s something we can&#8217;t agree on then there is nothing else I can say, as it&#8217;s built on that.</p>
<p>The reason I ask is; we can decide to play any way we like, as humans with free will. But I&#8217;d like to explain fictional causes more, or at least my likely slightly flawed interpretation of them.</p>
<p>Also, I&#8217;m not trying to set some trap, and hit you with, &#8220;cause the rules say so.&#8221;</p>
]]></content:encoded>
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	<item>
		<title>Comment on Show059: Interview with Vincent Baker by Dan Maruschak</title>
		<link>http://theoryfromthecloset.com/2010/08/19/show059-interview-with-vincent-baker/comment-page-1/#comment-10791</link>
		<dc:creator>Dan Maruschak</dc:creator>
		<pubDate>Mon, 30 Aug 2010 02:12:12 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=281#comment-10791</guid>
		<description>Clyde,
I think I&#039;m looking at it from the design/rules analysis perspective, but since that involves thinking about moment-to-moment hypothetical play I&#039;m not sure that there&#039;s a big difference there.

I think the important thing Vincent is getting at is understanding why the &quot;you have to tie it to the fiction&quot; effect happens. As I understand Vincent&#039;s argument, the reason that the dice-&gt;cloud then cloud -&gt; dice relationship causes this to happen is because the fiction is a vital step. You can&#039;t &quot;forget&quot; to do it without the game stopping. If you push forward a 17 on your dice in Dogs, the opponent doesn&#039;t know what to do with it until you say what the fiction of your raise is. In contrast, in D&amp;D, if you roll your damage against me, I can just look at your die result and mark down my lost hitpoints. Even if the rules tell you to give a vivid description of your attack, it&#039;s easy for that to fall by the wayside because we don&#039;t NEED the fiction there the way we supposedly do in Dogs. As I understand the argument, the cloud-&gt;dice stage is the critical step that makes that happen because that&#039;s what makes the other guy sit there and look at you expectantly until you give him the fiction.

That&#039;s a pretty good argument. However, if I know that&#039;s what you&#039;re waiting for, why do I still give my fiction instead of short circuiting the process by saying &quot;this is 17 coming with d8 fallout&quot; instead of the fiction I&#039;m supposed to provide? Is it the fact that it&#039;s supposed to be your decision? What reliably distinguishes dice-&gt;cloud;cloud-&gt;dice from dice-&gt;cloud;dice-&gt;dice?

Basically, I think the cloud/dice analysis stuff makes some sense, but I&#039;m not sure I&#039;ll be able to understand or agree with all the nuances until I see it applied to some subtler situations, or see other places where the games working well (or not) are the same places that this theory predicts they will work well (or not).</description>
		<content:encoded><![CDATA[<p>Clyde,<br />
I think I&#8217;m looking at it from the design/rules analysis perspective, but since that involves thinking about moment-to-moment hypothetical play I&#8217;m not sure that there&#8217;s a big difference there.</p>
<p>I think the important thing Vincent is getting at is understanding why the &#8220;you have to tie it to the fiction&#8221; effect happens. As I understand Vincent&#8217;s argument, the reason that the dice-&gt;cloud then cloud -&gt; dice relationship causes this to happen is because the fiction is a vital step. You can&#8217;t &#8220;forget&#8221; to do it without the game stopping. If you push forward a 17 on your dice in Dogs, the opponent doesn&#8217;t know what to do with it until you say what the fiction of your raise is. In contrast, in D&amp;D, if you roll your damage against me, I can just look at your die result and mark down my lost hitpoints. Even if the rules tell you to give a vivid description of your attack, it&#8217;s easy for that to fall by the wayside because we don&#8217;t NEED the fiction there the way we supposedly do in Dogs. As I understand the argument, the cloud-&gt;dice stage is the critical step that makes that happen because that&#8217;s what makes the other guy sit there and look at you expectantly until you give him the fiction.</p>
<p>That&#8217;s a pretty good argument. However, if I know that&#8217;s what you&#8217;re waiting for, why do I still give my fiction instead of short circuiting the process by saying &#8220;this is 17 coming with d8 fallout&#8221; instead of the fiction I&#8217;m supposed to provide? Is it the fact that it&#8217;s supposed to be your decision? What reliably distinguishes dice-&gt;cloud;cloud-&gt;dice from dice-&gt;cloud;dice-&gt;dice?</p>
<p>Basically, I think the cloud/dice analysis stuff makes some sense, but I&#8217;m not sure I&#8217;ll be able to understand or agree with all the nuances until I see it applied to some subtler situations, or see other places where the games working well (or not) are the same places that this theory predicts they will work well (or not).</p>
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		<title>Comment on Show059: Interview with Vincent Baker by clyde</title>
		<link>http://theoryfromthecloset.com/2010/08/19/show059-interview-with-vincent-baker/comment-page-1/#comment-10790</link>
		<dc:creator>clyde</dc:creator>
		<pubDate>Mon, 30 Aug 2010 01:24:48 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=281#comment-10790</guid>
		<description>To everyone else, thanks for the positive comments. If you were comiserating about having a hard time figuring out design, hopefully I&#039;ll have more of that in the future. I&#039;ve just started reading the Art of Game Design, by Jesse Snell. So far it is written in a conversational tone so it may be easier for me to parse.</description>
		<content:encoded><![CDATA[<p>To everyone else, thanks for the positive comments. If you were comiserating about having a hard time figuring out design, hopefully I&#8217;ll have more of that in the future. I&#8217;ve just started reading the Art of Game Design, by Jesse Snell. So far it is written in a conversational tone so it may be easier for me to parse.</p>
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		<title>Comment on Show059: Interview with Vincent Baker by clyde</title>
		<link>http://theoryfromthecloset.com/2010/08/19/show059-interview-with-vincent-baker/comment-page-1/#comment-10789</link>
		<dc:creator>clyde</dc:creator>
		<pubDate>Mon, 30 Aug 2010 01:21:58 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=281#comment-10789</guid>
		<description>Hi Erik,

I reviewed your site when you commented. I&#039;m not exactly sure what you&#039;re offering? I am interested in seeing the card game is it something that is sold, or was there only one copy used for academic purposes?</description>
		<content:encoded><![CDATA[<p>Hi Erik,</p>
<p>I reviewed your site when you commented. I&#8217;m not exactly sure what you&#8217;re offering? I am interested in seeing the card game is it something that is sold, or was there only one copy used for academic purposes?</p>
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		<title>Comment on Show059: Interview with Vincent Baker by clyde</title>
		<link>http://theoryfromthecloset.com/2010/08/19/show059-interview-with-vincent-baker/comment-page-1/#comment-10788</link>
		<dc:creator>clyde</dc:creator>
		<pubDate>Mon, 30 Aug 2010 01:12:07 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=281#comment-10788</guid>
		<description>Hey Dan,

On the Fictional causes thing. I think the problem may be that you&#039;re thinking of it as a tool to anaylze play as it occurs? I think the perspective is more of as a designer looking at rules. 

What I mean to say is you can make your decisions for all kind of reasons that I can&#039;t address, but when you make that decision and push forth the dice, you have to tie it to the fiction. Those are the rules. It&#039;s not necessarily about how you make your decisions, but what happens after you do.

Now I think you can have rules that help, and support people wanting to play in a specific manner, but I believe that is likely considering your design on a more macro level. 

I am I making sense... does this address your question?</description>
		<content:encoded><![CDATA[<p>Hey Dan,</p>
<p>On the Fictional causes thing. I think the problem may be that you&#8217;re thinking of it as a tool to anaylze play as it occurs? I think the perspective is more of as a designer looking at rules. </p>
<p>What I mean to say is you can make your decisions for all kind of reasons that I can&#8217;t address, but when you make that decision and push forth the dice, you have to tie it to the fiction. Those are the rules. It&#8217;s not necessarily about how you make your decisions, but what happens after you do.</p>
<p>Now I think you can have rules that help, and support people wanting to play in a specific manner, but I believe that is likely considering your design on a more macro level. </p>
<p>I am I making sense&#8230; does this address your question?</p>
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		<title>Comment on Show059: Interview with Vincent Baker by clyde</title>
		<link>http://theoryfromthecloset.com/2010/08/19/show059-interview-with-vincent-baker/comment-page-1/#comment-10787</link>
		<dc:creator>clyde</dc:creator>
		<pubDate>Mon, 30 Aug 2010 00:57:25 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=281#comment-10787</guid>
		<description>Hey Folks,

Sorry I&#039;ve been lax on replies... going to try to get to it over the next few days.</description>
		<content:encoded><![CDATA[<p>Hey Folks,</p>
<p>Sorry I&#8217;ve been lax on replies&#8230; going to try to get to it over the next few days.</p>
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		<title>Comment on I did the Gen Cons. by clyde</title>
		<link>http://theoryfromthecloset.com/2010/08/14/i-did-the-gen-cons/comment-page-1/#comment-10786</link>
		<dc:creator>clyde</dc:creator>
		<pubDate>Mon, 30 Aug 2010 00:51:37 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=276#comment-10786</guid>
		<description>There&#039;s rumors that Sony is updating Shadow of the Colossus, Ico, and another game from the same company for PS3. That plus Ni No Kuni could end up selling me a PS3.

&lt;object width=&quot;640&quot; height=&quot;385&quot;&gt;&lt;param name=&quot;movie&quot; value=&quot;http://www.youtube.com/v/Nn6SR72fVNM?fs=1&amp;hl=en_US&quot;&gt;&lt;/param&gt;&lt;param name=&quot;allowFullScreen&quot; value=&quot;true&quot;&gt;&lt;/param&gt;&lt;param name=&quot;allowscriptaccess&quot; value=&quot;always&quot;&gt;&lt;/param&gt;&lt;embed src=&quot;http://www.youtube.com/v/Nn6SR72fVNM?fs=1&amp;hl=en_US&quot; type=&quot;application/x-shockwave-flash&quot; allowscriptaccess=&quot;always&quot; allowfullscreen=&quot;true&quot; width=&quot;640&quot; height=&quot;385&quot;&gt;&lt;/embed&gt;&lt;/object&gt;</description>
		<content:encoded><![CDATA[<p>There&#8217;s rumors that Sony is updating Shadow of the Colossus, Ico, and another game from the same company for PS3. That plus Ni No Kuni could end up selling me a PS3.</p>
<p><object width="640" height="385"><param name="movie" value="http://www.youtube.com/v/Nn6SR72fVNM?fs=1&amp;hl=en_US"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/Nn6SR72fVNM?fs=1&amp;hl=en_US" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="385"></embed></object></p>
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		<title>Comment on Show058: Interview with Robert Bohl by Troy</title>
		<link>http://theoryfromthecloset.com/2010/07/17/show058-interview-with-robert-bohl/comment-page-1/#comment-10785</link>
		<dc:creator>Troy</dc:creator>
		<pubDate>Sun, 29 Aug 2010 23:16:21 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=264#comment-10785</guid>
		<description>This was a really good one. I liked the kind of sarcastic energy between you and Rob. More to the point, there were a lot of distinctly segmented ideas in the cast, all of which were interesting. Well done.</description>
		<content:encoded><![CDATA[<p>This was a really good one. I liked the kind of sarcastic energy between you and Rob. More to the point, there were a lot of distinctly segmented ideas in the cast, all of which were interesting. Well done.</p>
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		<title>Comment on I did the Gen Cons. by Dave (aka Nev the Deranged)</title>
		<link>http://theoryfromthecloset.com/2010/08/14/i-did-the-gen-cons/comment-page-1/#comment-10744</link>
		<dc:creator>Dave (aka Nev the Deranged)</dc:creator>
		<pubDate>Wed, 25 Aug 2010 23:41:21 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=276#comment-10744</guid>
		<description>Clyde: I just listened to you on whatever cast it was where you said you hadn&#039;t played Shadow of the Colossus. Do yourself a favor and rent or borrow a PS2 and play it. I personally guarantee you won&#039;t regret it. Hell, if you lived closer, I&#039;d let you borrow mine. I chose playing SotC over sex with a hot girl, it&#039;s that good.</description>
		<content:encoded><![CDATA[<p>Clyde: I just listened to you on whatever cast it was where you said you hadn&#8217;t played Shadow of the Colossus. Do yourself a favor and rent or borrow a PS2 and play it. I personally guarantee you won&#8217;t regret it. Hell, if you lived closer, I&#8217;d let you borrow mine. I chose playing SotC over sex with a hot girl, it&#8217;s that good.</p>
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		<title>Comment on Show059: Interview with Vincent Baker by Micah</title>
		<link>http://theoryfromthecloset.com/2010/08/19/show059-interview-with-vincent-baker/comment-page-1/#comment-10743</link>
		<dc:creator>Micah</dc:creator>
		<pubDate>Wed, 25 Aug 2010 23:09:57 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=281#comment-10743</guid>
		<description>First off, this was a really great show. I was disappointed when it ended. 

I really wish Vincent would write a book about game design, he has a way of explaining things in terms that make sense to me. However, from a few of his comments in the interview, it sounds like that is not something he&#039;s interested in. 

I&#039;m really glad you talked a bit about the culture of The Forge. As an person who just recently returned to gaming it was one of the first places I went for help designing a game and, although I did learn a lot there, most of it had nothing to do with game design. 

Just like you, I&#039;m finding that getting answers to game design questions is difficult and confusing. There doesn&#039;t seem to be a single good source for information and I think that is partially due to the number of varying theories in the game design community. I&#039;m finding that the answers I need are out there, but I have to search a few dozen threads on different forums, listen to 3 podcasts, read a number of blog posts or articles and buy a couple of games and then assemble the information on my own, to find a suitable answer.</description>
		<content:encoded><![CDATA[<p>First off, this was a really great show. I was disappointed when it ended. </p>
<p>I really wish Vincent would write a book about game design, he has a way of explaining things in terms that make sense to me. However, from a few of his comments in the interview, it sounds like that is not something he&#8217;s interested in. </p>
<p>I&#8217;m really glad you talked a bit about the culture of The Forge. As an person who just recently returned to gaming it was one of the first places I went for help designing a game and, although I did learn a lot there, most of it had nothing to do with game design. </p>
<p>Just like you, I&#8217;m finding that getting answers to game design questions is difficult and confusing. There doesn&#8217;t seem to be a single good source for information and I think that is partially due to the number of varying theories in the game design community. I&#8217;m finding that the answers I need are out there, but I have to search a few dozen threads on different forums, listen to 3 podcasts, read a number of blog posts or articles and buy a couple of games and then assemble the information on my own, to find a suitable answer.</p>
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		<title>Comment on Show059: Interview with Vincent Baker by Erik Weissengruber</title>
		<link>http://theoryfromthecloset.com/2010/08/19/show059-interview-with-vincent-baker/comment-page-1/#comment-10732</link>
		<dc:creator>Erik Weissengruber</dc:creator>
		<pubDate>Tue, 24 Aug 2010 16:31:24 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=281#comment-10732</guid>
		<description>Hey Clyde,

You took the provocative position that The Forge doesn&#039;t teach game design and neither do various sites that are part of the indie crowd.

I have owned this resource for a couple of years but never deployed it.  But if you and a pal want to give it a try ... who knows.


&quot;GameGame
Ludology meets Understanding Comics.

In GameGame, players compete in designing games. Players collect and trade cards in order to create a complete game design. In between, one player gets to play a game publisher, while the other players try to sell their game concepts to her. In the end, the best game design is decided in a vote. Let the best game win!&quot;

Here is the link: http://gamegame.blogs.com/gamegame/2006/02/gamegame_20_rel.html

It&#039;s part of Aki Jarvinen&#039;s dissertation:
http://acta.uta.fi/pdf/978-951-44-7252-7.pdf

And a shorter introduction is available here:
http://gamegame.blogs.com/gamegame/2005/07/digra_paper_on_.html</description>
		<content:encoded><![CDATA[<p>Hey Clyde,</p>
<p>You took the provocative position that The Forge doesn&#8217;t teach game design and neither do various sites that are part of the indie crowd.</p>
<p>I have owned this resource for a couple of years but never deployed it.  But if you and a pal want to give it a try &#8230; who knows.</p>
<p>&#8220;GameGame<br />
Ludology meets Understanding Comics.</p>
<p>In GameGame, players compete in designing games. Players collect and trade cards in order to create a complete game design. In between, one player gets to play a game publisher, while the other players try to sell their game concepts to her. In the end, the best game design is decided in a vote. Let the best game win!&#8221;</p>
<p>Here is the link: <a href="http://gamegame.blogs.com/gamegame/2006/02/gamegame_20_rel.html" rel="nofollow">http://gamegame.blogs.com/gamegame/2006/02/gamegame_20_rel.html</a></p>
<p>It&#8217;s part of Aki Jarvinen&#8217;s dissertation:<br />
<a href="http://acta.uta.fi/pdf/978-951-44-7252-7.pdf" rel="nofollow">http://acta.uta.fi/pdf/978-951-44-7252-7.pdf</a></p>
<p>And a shorter introduction is available here:<br />
<a href="http://gamegame.blogs.com/gamegame/2005/07/digra_paper_on_.html" rel="nofollow">http://gamegame.blogs.com/gamegame/2005/07/digra_paper_on_.html</a></p>
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		<title>Comment on Show059: Interview with Vincent Baker by Tim Jensen</title>
		<link>http://theoryfromthecloset.com/2010/08/19/show059-interview-with-vincent-baker/comment-page-1/#comment-10718</link>
		<dc:creator>Tim Jensen</dc:creator>
		<pubDate>Mon, 23 Aug 2010 02:15:01 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=281#comment-10718</guid>
		<description>Great discussion, Clyde and Vincent!

I too am of the opinion that players need more guidance on how to approach particular games than they have generally received.

@Josh W - I would like to hear more interviews with veteran gamers as well (like Clyde&#039;s upcoming Dave Wesley interview) but I think that may be more about &quot;how to run conventional RPGs&quot; than &quot;how to design RPGs&quot;.</description>
		<content:encoded><![CDATA[<p>Great discussion, Clyde and Vincent!</p>
<p>I too am of the opinion that players need more guidance on how to approach particular games than they have generally received.</p>
<p>@Josh W &#8211; I would like to hear more interviews with veteran gamers as well (like Clyde&#8217;s upcoming Dave Wesley interview) but I think that may be more about &#8220;how to run conventional RPGs&#8221; than &#8220;how to design RPGs&#8221;.</p>
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		<title>Comment on Show059: Interview with Vincent Baker by This Is Important &#171; ndp design blog</title>
		<link>http://theoryfromthecloset.com/2010/08/19/show059-interview-with-vincent-baker/comment-page-1/#comment-10715</link>
		<dc:creator>This Is Important &#171; ndp design blog</dc:creator>
		<pubDate>Sun, 22 Aug 2010 19:46:49 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=281#comment-10715</guid>
		<description>[...] This Is&#160;Important In Game Design, Game Designers, Links on August 22, 2010 at 2:46 pm  I just finished listening the Clyde&#8216;s interview with Vincent from GenCon &#8211; Theory From the Closet interview w/Vincent Baker. [...]</description>
		<content:encoded><![CDATA[<p>[...] This Is&nbsp;Important In Game Design, Game Designers, Links on August 22, 2010 at 2:46 pm  I just finished listening the Clyde&#8216;s interview with Vincent from GenCon &#8211; Theory From the Closet interview w/Vincent Baker. [...]</p>
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		<title>Comment on Show059: Interview with Vincent Baker by Johnstone</title>
		<link>http://theoryfromthecloset.com/2010/08/19/show059-interview-with-vincent-baker/comment-page-1/#comment-10712</link>
		<dc:creator>Johnstone</dc:creator>
		<pubDate>Sun, 22 Aug 2010 13:18:34 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=281#comment-10712</guid>
		<description>This is a fantastic conversation, Clyde.</description>
		<content:encoded><![CDATA[<p>This is a fantastic conversation, Clyde.</p>
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		<title>Comment on Show059: Interview with Vincent Baker by Doug</title>
		<link>http://theoryfromthecloset.com/2010/08/19/show059-interview-with-vincent-baker/comment-page-1/#comment-10711</link>
		<dc:creator>Doug</dc:creator>
		<pubDate>Sun, 22 Aug 2010 05:37:41 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=281#comment-10711</guid>
		<description>First time Clouds and Arrows (or Clouds and Boxes or whatever) has made sense to me.  Nice.</description>
		<content:encoded><![CDATA[<p>First time Clouds and Arrows (or Clouds and Boxes or whatever) has made sense to me.  Nice.</p>
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		<title>Comment on Show059: Interview with Vincent Baker by Andreas Davour</title>
		<link>http://theoryfromthecloset.com/2010/08/19/show059-interview-with-vincent-baker/comment-page-1/#comment-10707</link>
		<dc:creator>Andreas Davour</dc:creator>
		<pubDate>Sat, 21 Aug 2010 21:21:53 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=281#comment-10707</guid>
		<description>Hey Josh

Evaluating the &quot;hard won knowledge&quot; and find out how older games supported a different style of gaming is something a lot of so called &quot;old school&quot; bloggers are doing. Sure, we fumble around a lot in the dark, and sometimes sprout jargon. It can happen to everyone. 

Really good show Clyde. This will result in some hard thinking, and an attempt at solving why my latest blog post have been unpostable for a few days. I was kind of looking at an clouds and arrows problem.</description>
		<content:encoded><![CDATA[<p>Hey Josh</p>
<p>Evaluating the &#8220;hard won knowledge&#8221; and find out how older games supported a different style of gaming is something a lot of so called &#8220;old school&#8221; bloggers are doing. Sure, we fumble around a lot in the dark, and sometimes sprout jargon. It can happen to everyone. </p>
<p>Really good show Clyde. This will result in some hard thinking, and an attempt at solving why my latest blog post have been unpostable for a few days. I was kind of looking at an clouds and arrows problem.</p>
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		<title>Comment on Show059: Interview with Vincent Baker by Josh W</title>
		<link>http://theoryfromthecloset.com/2010/08/19/show059-interview-with-vincent-baker/comment-page-1/#comment-10700</link>
		<dc:creator>Josh W</dc:creator>
		<pubDate>Sat, 21 Aug 2010 00:32:26 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=281#comment-10700</guid>
		<description>A story of a working engine is nice, but you really know if it&#039;s a good story if it lets you spot things that are bust! If it can describe working things and bust things and by default label them differently. But maybe that&#039;s not what Dan&#039;s saying!

I have to say I laughed at &quot;I think that&#039;s well explained&quot; when you&#039;d already suggested that getting Vincent to make sense would be your triumph. :P

Where I feel you make a real triumph is &quot;how you should approach this game&quot;, for both players and GM, quality prodding there!

I found the stuff about the forge strange. Is it that the forge from the outside is like those anecdotes that war veterans can tell each other that sound unfinished to anyone else? Like a few hard slogging post-multi-failure-designers have this background of experience that is uniquely grown, but because they&#039;ve hit enough of the same experiences, it allows them to interpret this stuff?

So as a poor newbie designer coming to the forge, you get something that&#039;s 50% academic term definition, 50% samurai war proverbs. But here&#039;s where I differed; the moment you start designing your game, asking for feedback, and people start asking &quot;what is it about&quot; then you start entering that body of conversation that the other stuff is an offshoot of. I think that stuff like the terms crystallises on the outside of where the helpful knowledge can be found, because these people are still game designers not glossary writers!

But if you don&#039;t go in there, make guesses, and make loads of people suggest your wrong, then you have this weird loads of offcuts from debates. I don&#039;t know how much you asked for advice on designs, but giving and receiving advice has been a huge part of me getting some of the core ideas at the forge.

When I saw some of Ron&#039;s essays, thought &quot;nope but close, and well thought out, looks like there&#039;s people here I can learn from&quot;. But one thing I reckon though, is that many people see glossaries, essays, conversations impenetrable from the outside, and get pissed off, because this stuff seems to want to supersede their practical knowledge, short-circuit their oral tradition, piss on games they have a lot of good memories using, and uncover stuff they do intuitively that they are quite happy to continue without thinking about.

Maybe someone needs to go about interviewing grognards, valuing their hard won knowledge, particularly in how they make things work rather than dealing with &quot;problem players&quot; or &quot;problem GMs&quot;, draw out good memories, find out how older games supported that, and what they added in terms of record keeping and adjudication, and somehow find a way to make it valuable to them to think about how they do things.

Basically total charm offensive from the theory crew, bringing in the experience of those people who are recommended as good GMs. May well start to improve the opinion of &quot;forge people&quot; among detractors or lead to amusing cognitive dissonance at the least!</description>
		<content:encoded><![CDATA[<p>A story of a working engine is nice, but you really know if it&#8217;s a good story if it lets you spot things that are bust! If it can describe working things and bust things and by default label them differently. But maybe that&#8217;s not what Dan&#8217;s saying!</p>
<p>I have to say I laughed at &#8220;I think that&#8217;s well explained&#8221; when you&#8217;d already suggested that getting Vincent to make sense would be your triumph. <img src='http://theoryfromthecloset.com/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' /> </p>
<p>Where I feel you make a real triumph is &#8220;how you should approach this game&#8221;, for both players and GM, quality prodding there!</p>
<p>I found the stuff about the forge strange. Is it that the forge from the outside is like those anecdotes that war veterans can tell each other that sound unfinished to anyone else? Like a few hard slogging post-multi-failure-designers have this background of experience that is uniquely grown, but because they&#8217;ve hit enough of the same experiences, it allows them to interpret this stuff?</p>
<p>So as a poor newbie designer coming to the forge, you get something that&#8217;s 50% academic term definition, 50% samurai war proverbs. But here&#8217;s where I differed; the moment you start designing your game, asking for feedback, and people start asking &#8220;what is it about&#8221; then you start entering that body of conversation that the other stuff is an offshoot of. I think that stuff like the terms crystallises on the outside of where the helpful knowledge can be found, because these people are still game designers not glossary writers!</p>
<p>But if you don&#8217;t go in there, make guesses, and make loads of people suggest your wrong, then you have this weird loads of offcuts from debates. I don&#8217;t know how much you asked for advice on designs, but giving and receiving advice has been a huge part of me getting some of the core ideas at the forge.</p>
<p>When I saw some of Ron&#8217;s essays, thought &#8220;nope but close, and well thought out, looks like there&#8217;s people here I can learn from&#8221;. But one thing I reckon though, is that many people see glossaries, essays, conversations impenetrable from the outside, and get pissed off, because this stuff seems to want to supersede their practical knowledge, short-circuit their oral tradition, piss on games they have a lot of good memories using, and uncover stuff they do intuitively that they are quite happy to continue without thinking about.</p>
<p>Maybe someone needs to go about interviewing grognards, valuing their hard won knowledge, particularly in how they make things work rather than dealing with &#8220;problem players&#8221; or &#8220;problem GMs&#8221;, draw out good memories, find out how older games supported that, and what they added in terms of record keeping and adjudication, and somehow find a way to make it valuable to them to think about how they do things.</p>
<p>Basically total charm offensive from the theory crew, bringing in the experience of those people who are recommended as good GMs. May well start to improve the opinion of &#8220;forge people&#8221; among detractors or lead to amusing cognitive dissonance at the least!</p>
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		<title>Comment on Show059: Interview with Vincent Baker by Andrew</title>
		<link>http://theoryfromthecloset.com/2010/08/19/show059-interview-with-vincent-baker/comment-page-1/#comment-10699</link>
		<dc:creator>Andrew</dc:creator>
		<pubDate>Fri, 20 Aug 2010 23:54:22 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=281#comment-10699</guid>
		<description>Holy crap Clyde, i&#039;m only half way through but this is a stupendously enlightening conversation!</description>
		<content:encoded><![CDATA[<p>Holy crap Clyde, i&#8217;m only half way through but this is a stupendously enlightening conversation!</p>
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		<title>Comment on Show059: Interview with Vincent Baker by Dan Maruschak</title>
		<link>http://theoryfromthecloset.com/2010/08/19/show059-interview-with-vincent-baker/comment-page-1/#comment-10697</link>
		<dc:creator>Dan Maruschak</dc:creator>
		<pubDate>Fri, 20 Aug 2010 21:30:25 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=281#comment-10697</guid>
		<description>I can see where the clouds/dice thing is doing something cool in the &quot;you need to know which fallout dice to roll&quot; part of DITV. However, I don&#039;t necessarily see where games that don&#039;t have that particular cloud/dice relationship break down, among other things. Just because Dogs does X and Dogs is a good game doesn&#039;t necessarily mean that X leads to good games. If the argument is that X is important for good games, you need to explore more than just the &quot;positive&quot; side that good game A had feature X. 

It&#039;s also not clear to me that &quot;fictional causes&quot; is the right way to describe what&#039;s happening. It seems like there&#039;s more bi-directionality to those arrows than the diagrams imply. For example, the &quot;figure out what fallout dice to roll&quot; thing could just as easily be interpreted as a dice-based decision dictating the fiction you narrate -- e.g. &quot;I want him to take d10 fallout so I will describe my character shooting him.&quot; Or maybe that&#039;s playing Dogs wrong?</description>
		<content:encoded><![CDATA[<p>I can see where the clouds/dice thing is doing something cool in the &#8220;you need to know which fallout dice to roll&#8221; part of DITV. However, I don&#8217;t necessarily see where games that don&#8217;t have that particular cloud/dice relationship break down, among other things. Just because Dogs does X and Dogs is a good game doesn&#8217;t necessarily mean that X leads to good games. If the argument is that X is important for good games, you need to explore more than just the &#8220;positive&#8221; side that good game A had feature X. </p>
<p>It&#8217;s also not clear to me that &#8220;fictional causes&#8221; is the right way to describe what&#8217;s happening. It seems like there&#8217;s more bi-directionality to those arrows than the diagrams imply. For example, the &#8220;figure out what fallout dice to roll&#8221; thing could just as easily be interpreted as a dice-based decision dictating the fiction you narrate &#8212; e.g. &#8220;I want him to take d10 fallout so I will describe my character shooting him.&#8221; Or maybe that&#8217;s playing Dogs wrong?</p>
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		<title>Comment on Show059: Interview with Vincent Baker by clyde</title>
		<link>http://theoryfromthecloset.com/2010/08/19/show059-interview-with-vincent-baker/comment-page-1/#comment-10696</link>
		<dc:creator>clyde</dc:creator>
		<pubDate>Fri, 20 Aug 2010 20:34:46 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=281#comment-10696</guid>
		<description>Hey Dan,

Thanks, man.

What do you mean by the &quot;positive&quot; part? Sounds like you extracted something I didn&#039;t; I&#039;m not following that.</description>
		<content:encoded><![CDATA[<p>Hey Dan,</p>
<p>Thanks, man.</p>
<p>What do you mean by the &#8220;positive&#8221; part? Sounds like you extracted something I didn&#8217;t; I&#8217;m not following that.</p>
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		<title>Comment on Show059: Interview with Vincent Baker by clyde</title>
		<link>http://theoryfromthecloset.com/2010/08/19/show059-interview-with-vincent-baker/comment-page-1/#comment-10695</link>
		<dc:creator>clyde</dc:creator>
		<pubDate>Fri, 20 Aug 2010 20:32:03 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=281#comment-10695</guid>
		<description>Hey Timo,

Yes. That. I think the problem can occur the other way around. Say a game tells you to roll dice when you have a &quot;conflict.&quot; That&#039;s not a very good trigger. That&#039;s my own thinking though, thinking about what Vincent said; he never made that claim during the episode.</description>
		<content:encoded><![CDATA[<p>Hey Timo,</p>
<p>Yes. That. I think the problem can occur the other way around. Say a game tells you to roll dice when you have a &#8220;conflict.&#8221; That&#8217;s not a very good trigger. That&#8217;s my own thinking though, thinking about what Vincent said; he never made that claim during the episode.</p>
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		<title>Comment on Show059: Interview with Vincent Baker by Dan Maruschak</title>
		<link>http://theoryfromthecloset.com/2010/08/19/show059-interview-with-vincent-baker/comment-page-1/#comment-10694</link>
		<dc:creator>Dan Maruschak</dc:creator>
		<pubDate>Fri, 20 Aug 2010 20:23:56 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=281#comment-10694</guid>
		<description>Great interview, Clyde. I wish Vincent would have gone into more depth on game problems that he would attribute to cloud/arrow issues. It&#039;s hard to know whether I&#039;ve understood his point when only the &quot;positive&quot; part of it has been articulated.</description>
		<content:encoded><![CDATA[<p>Great interview, Clyde. I wish Vincent would have gone into more depth on game problems that he would attribute to cloud/arrow issues. It&#8217;s hard to know whether I&#8217;ve understood his point when only the &#8220;positive&#8221; part of it has been articulated.</p>
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		<title>Comment on Show059: Interview with Vincent Baker by Motipha</title>
		<link>http://theoryfromthecloset.com/2010/08/19/show059-interview-with-vincent-baker/comment-page-1/#comment-10693</link>
		<dc:creator>Motipha</dc:creator>
		<pubDate>Fri, 20 Aug 2010 19:28:31 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=281#comment-10693</guid>
		<description>For reals.  This interview blew my mind in a very serious way, especially about what the Forge is really about, let alone the further clarification of Clouds and Arrows.</description>
		<content:encoded><![CDATA[<p>For reals.  This interview blew my mind in a very serious way, especially about what the Forge is really about, let alone the further clarification of Clouds and Arrows.</p>
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		<title>Comment on Show059: Interview with Vincent Baker by Kevin Weiser</title>
		<link>http://theoryfromthecloset.com/2010/08/19/show059-interview-with-vincent-baker/comment-page-1/#comment-10691</link>
		<dc:creator>Kevin Weiser</dc:creator>
		<pubDate>Fri, 20 Aug 2010 13:37:50 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=281#comment-10691</guid>
		<description>Hear hear, Dave! Timo&#039;s a real catch. :)

Clyde: Great interview as always. Very glad to see more stuff from you. Keep it up, man!</description>
		<content:encoded><![CDATA[<p>Hear hear, Dave! Timo&#8217;s a real catch. <img src='http://theoryfromthecloset.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Clyde: Great interview as always. Very glad to see more stuff from you. Keep it up, man!</p>
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		<title>Comment on Show059: Interview with Vincent Baker by Dave (aka Nev the Deranged)</title>
		<link>http://theoryfromthecloset.com/2010/08/19/show059-interview-with-vincent-baker/comment-page-1/#comment-10685</link>
		<dc:creator>Dave (aka Nev the Deranged)</dc:creator>
		<pubDate>Thu, 19 Aug 2010 20:56:39 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=281#comment-10685</guid>
		<description>Timo, I can see that you are quickly taking over for me as chief indie wanker. I swear, when I listen to you on TJC, you sound so much like me five years ago it scares me.</description>
		<content:encoded><![CDATA[<p>Timo, I can see that you are quickly taking over for me as chief indie wanker. I swear, when I listen to you on TJC, you sound so much like me five years ago it scares me.</p>
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		<title>Comment on Show059: Interview with Vincent Baker by Motipha</title>
		<link>http://theoryfromthecloset.com/2010/08/19/show059-interview-with-vincent-baker/comment-page-1/#comment-10684</link>
		<dc:creator>Motipha</dc:creator>
		<pubDate>Thu, 19 Aug 2010 20:06:27 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=281#comment-10684</guid>
		<description>It sounds like Vincent in describing Trait Invocation games is trying to talk about games where invoking the trait is justified by the fiction but doesn&#039;t inform the fiction.  So, when you invoke the trait you just care about whether it can be explained by the fiction and don&#039;t have to worry about meaning anything in the fiction.</description>
		<content:encoded><![CDATA[<p>It sounds like Vincent in describing Trait Invocation games is trying to talk about games where invoking the trait is justified by the fiction but doesn&#8217;t inform the fiction.  So, when you invoke the trait you just care about whether it can be explained by the fiction and don&#8217;t have to worry about meaning anything in the fiction.</p>
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		<title>Comment on I did the Gen Cons. by Daniel M. Perez</title>
		<link>http://theoryfromthecloset.com/2010/08/14/i-did-the-gen-cons/comment-page-1/#comment-10682</link>
		<dc:creator>Daniel M. Perez</dc:creator>
		<pubDate>Thu, 19 Aug 2010 16:48:02 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=276#comment-10682</guid>
		<description>Thanks, Clyde.</description>
		<content:encoded><![CDATA[<p>Thanks, Clyde.</p>
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		<title>Comment on I did the Gen Cons. by clyde</title>
		<link>http://theoryfromthecloset.com/2010/08/14/i-did-the-gen-cons/comment-page-1/#comment-10674</link>
		<dc:creator>clyde</dc:creator>
		<pubDate>Thu, 19 Aug 2010 05:55:30 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=276#comment-10674</guid>
		<description>Thanks for the posi feedback guys.

Daniel, stop beating yourself up, dude. I wasn&#039;t wasting my time, I love that shit. Love it. You&#039;ll likely find that my supposedly great suggestions don&#039;t work at the table, but it&#039;s an inch by inch thing. Just keep moving forward.</description>
		<content:encoded><![CDATA[<p>Thanks for the posi feedback guys.</p>
<p>Daniel, stop beating yourself up, dude. I wasn&#8217;t wasting my time, I love that shit. Love it. You&#8217;ll likely find that my supposedly great suggestions don&#8217;t work at the table, but it&#8217;s an inch by inch thing. Just keep moving forward.</p>
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		<title>Comment on I did the Gen Cons. by Daniel M. Perez</title>
		<link>http://theoryfromthecloset.com/2010/08/14/i-did-the-gen-cons/comment-page-1/#comment-10654</link>
		<dc:creator>Daniel M. Perez</dc:creator>
		<pubDate>Tue, 17 Aug 2010 18:35:53 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=276#comment-10654</guid>
		<description>Sat night you also wasted your time helping me work through my shitty playtest and offering really good advice and, even more important, a gracious ear for my blather. Thanks for that.</description>
		<content:encoded><![CDATA[<p>Sat night you also wasted your time helping me work through my shitty playtest and offering really good advice and, even more important, a gracious ear for my blather. Thanks for that.</p>
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		<title>Comment on I did the Gen Cons. by Johnstone</title>
		<link>http://theoryfromthecloset.com/2010/08/14/i-did-the-gen-cons/comment-page-1/#comment-10649</link>
		<dc:creator>Johnstone</dc:creator>
		<pubDate>Tue, 17 Aug 2010 14:55:15 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=276#comment-10649</guid>
		<description>Sounds like an awesome time. I&#039;m totally looking forward to those interviews!</description>
		<content:encoded><![CDATA[<p>Sounds like an awesome time. I&#8217;m totally looking forward to those interviews!</p>
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		<title>Comment on I did the Gen Cons. by Tim Jensen</title>
		<link>http://theoryfromthecloset.com/2010/08/14/i-did-the-gen-cons/comment-page-1/#comment-10609</link>
		<dc:creator>Tim Jensen</dc:creator>
		<pubDate>Sat, 14 Aug 2010 16:34:48 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=276#comment-10609</guid>
		<description>I await with breathless anticipation for the Dave Wesley interview, and also to see if I should feel angry, sympathetic or bemused by MattKeithClyde.</description>
		<content:encoded><![CDATA[<p>I await with breathless anticipation for the Dave Wesley interview, and also to see if I should feel angry, sympathetic or bemused by MattKeithClyde.</p>
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		<title>Comment on I did the Gen Cons. by Dave (aka Nev the Deranged)</title>
		<link>http://theoryfromthecloset.com/2010/08/14/i-did-the-gen-cons/comment-page-1/#comment-10608</link>
		<dc:creator>Dave (aka Nev the Deranged)</dc:creator>
		<pubDate>Sat, 14 Aug 2010 15:52:33 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=276#comment-10608</guid>
		<description>1) Impossible Blue Eyed Baby is the name of my next pop band.
2) Parkour LARPs: If they don&#039;t exist, they need to. Somebody get working on that.
2a) We came up with a parkour variant for Jungle Speed- after each time the totem is resolved, instead of setting it in the middle of a table, you throw it as far as you can in a random direction. This works especially well if play starts on the roof of a building.
3) Aww, I got named dropped. I love you too, Clyde.
4) Interviews! Woot! TFTC LIVES!!

Good to run into you C-dawg, as always. See ya again at FMW!</description>
		<content:encoded><![CDATA[<p>1) Impossible Blue Eyed Baby is the name of my next pop band.<br />
2) Parkour LARPs: If they don&#8217;t exist, they need to. Somebody get working on that.<br />
2a) We came up with a parkour variant for Jungle Speed- after each time the totem is resolved, instead of setting it in the middle of a table, you throw it as far as you can in a random direction. This works especially well if play starts on the roof of a building.<br />
3) Aww, I got named dropped. I love you too, Clyde.<br />
4) Interviews! Woot! TFTC LIVES!!</p>
<p>Good to run into you C-dawg, as always. See ya again at FMW!</p>
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		<title>Comment on Show058: Interview with Robert Bohl by clyde</title>
		<link>http://theoryfromthecloset.com/2010/07/17/show058-interview-with-robert-bohl/comment-page-1/#comment-10458</link>
		<dc:creator>clyde</dc:creator>
		<pubDate>Thu, 29 Jul 2010 21:04:01 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=264#comment-10458</guid>
		<description>Thanks Andrew.</description>
		<content:encoded><![CDATA[<p>Thanks Andrew.</p>
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