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	<title>Comments for Theory From the Closet</title>
	<atom:link href="http://theoryfromthecloset.com/comments/feed/" rel="self" type="application/rss+xml" />
	<link>http://theoryfromthecloset.com</link>
	<description>A punk perspective on tabletop RPG's, their theory, and design.</description>
	<lastBuildDate>Sun, 20 Nov 2011 06:05:46 +0000</lastBuildDate>
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		<title>Comment on Show059: Interview with Vincent Baker by The Walking Eye Podcast &#187; Blog Archive &#187; Interview 20: Luke Crane and Vincent Baker</title>
		<link>http://theoryfromthecloset.com/2010/08/19/show059-interview-with-vincent-baker/comment-page-1/#comment-37268</link>
		<dc:creator>The Walking Eye Podcast &#187; Blog Archive &#187; Interview 20: Luke Crane and Vincent Baker</dc:creator>
		<pubDate>Sun, 20 Nov 2011 06:05:46 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=281#comment-37268</guid>
		<description>[...] Clyde&#8217;s Interview with Vincent [...]</description>
		<content:encoded><![CDATA[<p>[...] Clyde&#8217;s Interview with Vincent [...]</p>
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		<title>Comment on Show060: Interview with David Wesely by Episode 103: RP in a non-RP Land &#124; The Jank Cast</title>
		<link>http://theoryfromthecloset.com/2010/08/30/show060-interview-with-david-wesely/comment-page-1/#comment-27852</link>
		<dc:creator>Episode 103: RP in a non-RP Land &#124; The Jank Cast</dc:creator>
		<pubDate>Sun, 11 Sep 2011 15:05:23 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=301#comment-27852</guid>
		<description>[...] Cat Lovecraft&#8217;s Cat Lair Assaults Freemarket Deus Ex Bioshock Wii cheerleaders Theory From the Closet episode 60: Major David Wesley (retired) Arkham Horror Shared Imaginative Space (SIS) Smallworld Red Dragon Inn Defenders of the Realm [...]</description>
		<content:encoded><![CDATA[<p>[...] Cat Lovecraft&#8217;s Cat Lair Assaults Freemarket Deus Ex Bioshock Wii cheerleaders Theory From the Closet episode 60: Major David Wesley (retired) Arkham Horror Shared Imaginative Space (SIS) Smallworld Red Dragon Inn Defenders of the Realm [...]</p>
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	<item>
		<title>Comment on Show065: Basics Primer with Judd Karlman by Dave (aka Nev the Deranged)</title>
		<link>http://theoryfromthecloset.com/2011/06/23/show065-basics-primer-with-judd-karlman/comment-page-1/#comment-23460</link>
		<dc:creator>Dave (aka Nev the Deranged)</dc:creator>
		<pubDate>Sat, 09 Jul 2011 04:17:15 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=358#comment-23460</guid>
		<description>Wow. You guys lost a big chunk o&#039; that puppy.

I think a simple answer that was missed is: Task resolution resolves tasks. Conflict resolution resolves conflicts. Done.

There was something else but I accidentally threw out my notes. Sorry. I&#039;m sure you&#039;ll live.

Here&#039;s hoping for more shows! And it might not suck to get on some of the people who came up with the terms to come on and explain them. Just sayin&#039;. You&#039;d be the first podcaster to think of that, oddly enough.</description>
		<content:encoded><![CDATA[<p>Wow. You guys lost a big chunk o&#8217; that puppy.</p>
<p>I think a simple answer that was missed is: Task resolution resolves tasks. Conflict resolution resolves conflicts. Done.</p>
<p>There was something else but I accidentally threw out my notes. Sorry. I&#8217;m sure you&#8217;ll live.</p>
<p>Here&#8217;s hoping for more shows! And it might not suck to get on some of the people who came up with the terms to come on and explain them. Just sayin&#8217;. You&#8217;d be the first podcaster to think of that, oddly enough.</p>
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		<title>Comment on Show053: Interview with Fred Hicks by Driving Blind - In Which I Do Not Rest My Head</title>
		<link>http://theoryfromthecloset.com/2009/08/11/show053-interview-with-fred-hicks/comment-page-1/#comment-23359</link>
		<dc:creator>Driving Blind - In Which I Do Not Rest My Head</dc:creator>
		<pubDate>Mon, 04 Jul 2011 17:09:34 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=227#comment-23359</guid>
		<description>[...] 11th, 2009  I got interviewed by Clyde on Theory From The Closet: http://theoryfromthecloset.com/2009/08/11/show053-interview-with-fred-hicks/In the episode, we dig deep on specific elements of design in DRYH, using this post I made last year [...]</description>
		<content:encoded><![CDATA[<p>[...] 11th, 2009  I got interviewed by Clyde on Theory From The Closet: <a href="http://theoryfromthecloset.com/2009/08/11/show053-interview-with-fred-hicks/In" rel="nofollow">http://theoryfromthecloset.com/2009/08/11/show053-interview-with-fred-hicks/In</a> the episode, we dig deep on specific elements of design in DRYH, using this post I made last year [...]</p>
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		<title>Comment on Show065: Basics Primer with Judd Karlman by Dave (aka Nev the Deranged)</title>
		<link>http://theoryfromthecloset.com/2011/06/23/show065-basics-primer-with-judd-karlman/comment-page-1/#comment-23155</link>
		<dc:creator>Dave (aka Nev the Deranged)</dc:creator>
		<pubDate>Thu, 30 Jun 2011 11:32:37 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=358#comment-23155</guid>
		<description>That ^

Important to note those last 4 words: &quot;When developing Narrativist protagonist.&quot;

Choose the right tools for the game you want to play, is my point.</description>
		<content:encoded><![CDATA[<p>That ^</p>
<p>Important to note those last 4 words: &#8220;When developing Narrativist protagonist.&#8221;</p>
<p>Choose the right tools for the game you want to play, is my point.</p>
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		<title>Comment on Show065: Basics Primer with Judd Karlman by Micha? Kwiatkowski</title>
		<link>http://theoryfromthecloset.com/2011/06/23/show065-basics-primer-with-judd-karlman/comment-page-1/#comment-23147</link>
		<dc:creator>Micha? Kwiatkowski</dc:creator>
		<pubDate>Thu, 30 Jun 2011 05:54:47 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=358#comment-23147</guid>
		<description>I don&#039;t think task vs conflict resolution is about size of a task. As I understand it, it&#039;s more about this: in conflict resolution you state intent of your actions (&quot;I want to kill him&quot;, &quot;I want to get into duke&#039;s room&quot;, etc.) while in task resolution you state actions themselves (&quot;I slash him with my sword&quot;, &quot;I sneak&quot;, etc.) while the intent stays unspoken or implicit.

I derive my definitions mainly from Ron Edwards articles, so those may be outdated. Please correct me if I&#039;m wrong. In this particular case look at &quot;Story Now&quot; http://www.indie-rpgs.com/_articles/narr_essay.html :

&quot;&quot;&quot;
A conflict statement is, &quot;I&#039;m trying to kill him,&quot; or, &quot;I&#039;m trying to humiliate him,&quot; whereas a task statement is, &quot;I swing my sword at him.&quot; (It doesn&#039;t matter, by the way, how much in-game time and space are involved; conflict resolution can be &quot;very small&quot; and task resolution can be &quot;very big.&quot; We can discuss this more on-line.) I submit that trying to resolve conflicts by hoping that the accumulated successful tasks will turn out to be about what you want, is an unreliable and unsatisfying way to role-play when developing Narrativist protagonism.
&quot;&quot;&quot;</description>
		<content:encoded><![CDATA[<p>I don&#8217;t think task vs conflict resolution is about size of a task. As I understand it, it&#8217;s more about this: in conflict resolution you state intent of your actions (&#8220;I want to kill him&#8221;, &#8220;I want to get into duke&#8217;s room&#8221;, etc.) while in task resolution you state actions themselves (&#8220;I slash him with my sword&#8221;, &#8220;I sneak&#8221;, etc.) while the intent stays unspoken or implicit.</p>
<p>I derive my definitions mainly from Ron Edwards articles, so those may be outdated. Please correct me if I&#8217;m wrong. In this particular case look at &#8220;Story Now&#8221; <a href="http://www.indie-rpgs.com/_articles/narr_essay.html" rel="nofollow">http://www.indie-rpgs.com/_articles/narr_essay.html</a> :</p>
<p>&#8220;&#8221;"<br />
A conflict statement is, &#8220;I&#8217;m trying to kill him,&#8221; or, &#8220;I&#8217;m trying to humiliate him,&#8221; whereas a task statement is, &#8220;I swing my sword at him.&#8221; (It doesn&#8217;t matter, by the way, how much in-game time and space are involved; conflict resolution can be &#8220;very small&#8221; and task resolution can be &#8220;very big.&#8221; We can discuss this more on-line.) I submit that trying to resolve conflicts by hoping that the accumulated successful tasks will turn out to be about what you want, is an unreliable and unsatisfying way to role-play when developing Narrativist protagonism.<br />
&#8220;&#8221;"</p>
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		<title>Comment on Show065: Basics Primer with Judd Karlman by Hans Chung-Otterson</title>
		<link>http://theoryfromthecloset.com/2011/06/23/show065-basics-primer-with-judd-karlman/comment-page-1/#comment-23031</link>
		<dc:creator>Hans Chung-Otterson</dc:creator>
		<pubDate>Mon, 27 Jun 2011 15:36:34 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=358#comment-23031</guid>
		<description>Cool. It&#039;s good to see some discussion over there.</description>
		<content:encoded><![CDATA[<p>Cool. It&#8217;s good to see some discussion over there.</p>
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		<title>Comment on Show065: Basics Primer with Judd Karlman by clyde</title>
		<link>http://theoryfromthecloset.com/2011/06/23/show065-basics-primer-with-judd-karlman/comment-page-1/#comment-22977</link>
		<dc:creator>clyde</dc:creator>
		<pubDate>Sun, 26 Jun 2011 08:15:15 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=358#comment-22977</guid>
		<description>Hey Hans,

I twittered that blog post. Pretty interesting.</description>
		<content:encoded><![CDATA[<p>Hey Hans,</p>
<p>I twittered that blog post. Pretty interesting.</p>
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		<title>Comment on Show065: Basics Primer with Judd Karlman by clyde</title>
		<link>http://theoryfromthecloset.com/2011/06/23/show065-basics-primer-with-judd-karlman/comment-page-1/#comment-22976</link>
		<dc:creator>clyde</dc:creator>
		<pubDate>Sun, 26 Jun 2011 08:14:01 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=358#comment-22976</guid>
		<description>Thanks Dave.</description>
		<content:encoded><![CDATA[<p>Thanks Dave.</p>
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		<title>Comment on Show065: Basics Primer with Judd Karlman by Dave (aka Nev the Deranged)</title>
		<link>http://theoryfromthecloset.com/2011/06/23/show065-basics-primer-with-judd-karlman/comment-page-1/#comment-22968</link>
		<dc:creator>Dave (aka Nev the Deranged)</dc:creator>
		<pubDate>Sun, 26 Jun 2011 04:35:49 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=358#comment-22968</guid>
		<description>I am enjoying Clyde&#039;s recent podbiquity.

Yes, I just coined that term. Feel free to use it.</description>
		<content:encoded><![CDATA[<p>I am enjoying Clyde&#8217;s recent podbiquity.</p>
<p>Yes, I just coined that term. Feel free to use it.</p>
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		<title>Comment on Show062: Interview with Mike Mearls by Big Moves, losing my Gaming Group, and staying Connected &#124; Free Spacer</title>
		<link>http://theoryfromthecloset.com/2010/10/02/show062-interview-with-mike-mearls/comment-page-1/#comment-22961</link>
		<dc:creator>Big Moves, losing my Gaming Group, and staying Connected &#124; Free Spacer</dc:creator>
		<pubDate>Sat, 25 Jun 2011 22:18:21 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=327#comment-22961</guid>
		<description>[...] to try RPGs for the first time. So I’m going to give them a go at Free Spacer, I thought about D&amp;D Essentials, but they jumped on Sci-fi. Still it is doubtful they will turn into a full time group, so I will [...]</description>
		<content:encoded><![CDATA[<p>[...] to try RPGs for the first time. So I’m going to give them a go at Free Spacer, I thought about D&amp;D Essentials, but they jumped on Sci-fi. Still it is doubtful they will turn into a full time group, so I will [...]</p>
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		<title>Comment on Show065: Basics Primer with Judd Karlman by Hans Chung-Otterson</title>
		<link>http://theoryfromthecloset.com/2011/06/23/show065-basics-primer-with-judd-karlman/comment-page-1/#comment-22941</link>
		<dc:creator>Hans Chung-Otterson</dc:creator>
		<pubDate>Sat, 25 Jun 2011 09:57:55 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=358#comment-22941</guid>
		<description>Hey guys. Just wanted to pop in and say that the first few minutes of the show (about conflict &amp; task resolution) popped some ideas in my head and put a fever in me to write about different levels of resolution on my blog (http://littleplasticpeople.wordpress.com/). Thanks for the insight. It&#039;s always good to listen to more TFTC.</description>
		<content:encoded><![CDATA[<p>Hey guys. Just wanted to pop in and say that the first few minutes of the show (about conflict &amp; task resolution) popped some ideas in my head and put a fever in me to write about different levels of resolution on my blog (<a href="http://littleplasticpeople.wordpress.com/" rel="nofollow">http://littleplasticpeople.wordpress.com/</a>). Thanks for the insight. It&#8217;s always good to listen to more TFTC.</p>
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		<title>Comment on Show064: Don&#8217;t Call it a Podfade&#8230; by Jamie</title>
		<link>http://theoryfromthecloset.com/2011/06/13/show064-dont-call-it-a-podfade/comment-page-1/#comment-22733</link>
		<dc:creator>Jamie</dc:creator>
		<pubDate>Wed, 15 Jun 2011 18:04:04 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=345#comment-22733</guid>
		<description>Great to hear your back again, where do I click to send you encouraging coffee donations.</description>
		<content:encoded><![CDATA[<p>Great to hear your back again, where do I click to send you encouraging coffee donations.</p>
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		<title>Comment on Show064: Don&#8217;t Call it a Podfade&#8230; by Paul Fricker</title>
		<link>http://theoryfromthecloset.com/2011/06/13/show064-dont-call-it-a-podfade/comment-page-1/#comment-22718</link>
		<dc:creator>Paul Fricker</dc:creator>
		<pubDate>Tue, 14 Jun 2011 19:32:27 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=345#comment-22718</guid>
		<description>Always good to listen to you Clyde. 

Might I suggest a &#039;donate&#039; button on the homepage?</description>
		<content:encoded><![CDATA[<p>Always good to listen to you Clyde. </p>
<p>Might I suggest a &#8216;donate&#8217; button on the homepage?</p>
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		<title>Comment on Show044: Interview with Mike Mearls by rob_donoghue: Gencon '08 - Wrapping up with things to see and hear</title>
		<link>http://theoryfromthecloset.com/2008/08/19/show044-interview-with-mike-mearls/comment-page-1/#comment-22695</link>
		<dc:creator>rob_donoghue: Gencon '08 - Wrapping up with things to see and hear</dc:creator>
		<pubDate>Mon, 13 Jun 2011 19:58:16 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=140#comment-22695</guid>
		<description>[...] and hear In the wake of Gencon, I want to point to a few bits of media that have been spawned by it.Theory from the closet interview with Mike Mearls - I helped a little with this, but mostly it&#039;s just Clyde rocking out and Mike talking a lot of [...]</description>
		<content:encoded><![CDATA[<p>[...] and hear In the wake of Gencon, I want to point to a few bits of media that have been spawned by it.Theory from the closet interview with Mike Mearls &#8211; I helped a little with this, but mostly it&#039;s just Clyde rocking out and Mike talking a lot of [...]</p>
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		<title>Comment on Show036: Marketing and Customer Service for Game Designers by Driving Blind - Listen to me talk about customer service and marketing</title>
		<link>http://theoryfromthecloset.com/2008/04/22/show036-marketing-and-customer-service-for-game-designers/comment-page-1/#comment-22694</link>
		<dc:creator>Driving Blind - Listen to me talk about customer service and marketing</dc:creator>
		<pubDate>Mon, 13 Jun 2011 19:21:12 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=63#comment-22694</guid>
		<description>[...] some of this stuff to an extent on my livejournal, this is a chance to hear me preach it in person:http://theoryfromthecloset.com/2008/04/22/show036-marketing-and-customer-service-for-game-designersCheck it out!Tags: customer support, marketing, podcast, rpg publishing        ( 1 comment — Leave [...]</description>
		<content:encoded><![CDATA[<p>[...] some of this stuff to an extent on my livejournal, this is a chance to hear me preach it in person:<a href="http://theoryfromthecloset.com/2008/04/22/show036-marketing-and-customer-service-for-game-designersCheck" rel="nofollow">http://theoryfromthecloset.com/2008/04/22/show036-marketing-and-customer-service-for-game-designersCheck</a> it out!Tags: customer support, marketing, podcast, rpg publishing        ( 1 comment — Leave [...]</p>
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		<title>Comment on Show064: Don&#8217;t Call it a Podfade&#8230; by Dave (aka Nev the Deranged)</title>
		<link>http://theoryfromthecloset.com/2011/06/13/show064-dont-call-it-a-podfade/comment-page-1/#comment-22683</link>
		<dc:creator>Dave (aka Nev the Deranged)</dc:creator>
		<pubDate>Mon, 13 Jun 2011 01:12:02 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=345#comment-22683</guid>
		<description>Holy shit, is that Clyde on the internets again? @_@</description>
		<content:encoded><![CDATA[<p>Holy shit, is that Clyde on the internets again? @_@</p>
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		<title>Comment on Show059: Interview with Vincent Baker by The Walking Eye Podcast &#187; Blog Archive &#187; GMing Discussion with Clyde</title>
		<link>http://theoryfromthecloset.com/2010/08/19/show059-interview-with-vincent-baker/comment-page-1/#comment-22675</link>
		<dc:creator>The Walking Eye Podcast &#187; Blog Archive &#187; GMing Discussion with Clyde</dc:creator>
		<pubDate>Sun, 12 Jun 2011 20:07:33 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=281#comment-22675</guid>
		<description>[...] Clyde&#8217;s (most recent) Vincent Baker Interview [...]</description>
		<content:encoded><![CDATA[<p>[...] Clyde&#8217;s (most recent) Vincent Baker Interview [...]</p>
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		<title>Comment on Show044: Interview with Mike Mearls by flyby-lurker</title>
		<link>http://theoryfromthecloset.com/2008/08/19/show044-interview-with-mike-mearls/comment-page-1/#comment-20979</link>
		<dc:creator>flyby-lurker</dc:creator>
		<pubDate>Wed, 11 May 2011 08:01:51 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=140#comment-20979</guid>
		<description>Hey, how do?

simulation is in the seeming, not in the being... wow.

I really like that statement, but I am wary of it going to far... I bounce back and forth between simulationist and story-telling, and can&#039;t take either one for long... so a balance is what I seek, but even when I get that satisfied, I want to bounce back to an extreme, for the other satisfaction.

I like 4th, and 3rd, and S&amp;P(I call it 2.5), and 2nd, and 1st, and basic 2.0, and the 5-boxes... all for different reasons, and I personally would find it horrible if they were not working on a 6th, with a 5th waiting in the wings.

Maybe because I also run games (I have noticed it seems to be a factor) but I support the campaign I am in as a player, and if it is someone else&#039;s spotlight, I tailor my character and my actions to support the identified Major Hero... I learned that from the R.Talsorian Cyberpunk games, how to play a supporting character, and support the Major Hero... point is, a lot of the attempts I see to make... no... force that to happen, or anything else I would do by choice to enhance play, put in the design, can get irritating and turn me off. (or worse set me off :D)

at heart I am probably a simulationist with delusions of theatrical drama... so that is probably why that statement halts me... kewl as it is.

nice to hear someone who actually has an audience-first view.. yeah, I don&#039;t have to buy it, if you arn&#039;t even going to support it, dur-duh-dur...

Anyway, this Interview had me rapt to attention as much as those first few podcasts, where you were explaining the various plot&amp;persona mechanics.
good stuff... I am hook-line-&amp;-sinkered ;) as I stroll through the garden of Clydes mind.</description>
		<content:encoded><![CDATA[<p>Hey, how do?</p>
<p>simulation is in the seeming, not in the being&#8230; wow.</p>
<p>I really like that statement, but I am wary of it going to far&#8230; I bounce back and forth between simulationist and story-telling, and can&#8217;t take either one for long&#8230; so a balance is what I seek, but even when I get that satisfied, I want to bounce back to an extreme, for the other satisfaction.</p>
<p>I like 4th, and 3rd, and S&amp;P(I call it 2.5), and 2nd, and 1st, and basic 2.0, and the 5-boxes&#8230; all for different reasons, and I personally would find it horrible if they were not working on a 6th, with a 5th waiting in the wings.</p>
<p>Maybe because I also run games (I have noticed it seems to be a factor) but I support the campaign I am in as a player, and if it is someone else&#8217;s spotlight, I tailor my character and my actions to support the identified Major Hero&#8230; I learned that from the R.Talsorian Cyberpunk games, how to play a supporting character, and support the Major Hero&#8230; point is, a lot of the attempts I see to make&#8230; no&#8230; force that to happen, or anything else I would do by choice to enhance play, put in the design, can get irritating and turn me off. (or worse set me off <img src='http://theoryfromthecloset.com/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> )</p>
<p>at heart I am probably a simulationist with delusions of theatrical drama&#8230; so that is probably why that statement halts me&#8230; kewl as it is.</p>
<p>nice to hear someone who actually has an audience-first view.. yeah, I don&#8217;t have to buy it, if you arn&#8217;t even going to support it, dur-duh-dur&#8230;</p>
<p>Anyway, this Interview had me rapt to attention as much as those first few podcasts, where you were explaining the various plot&amp;persona mechanics.<br />
good stuff&#8230; I am hook-line-&amp;-sinkered <img src='http://theoryfromthecloset.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' />  as I stroll through the garden of Clydes mind.</p>
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		<title>Comment on I get stabbed again. by flyby-lurker</title>
		<link>http://theoryfromthecloset.com/2008/07/03/i-get-stabbed-again/comment-page-1/#comment-20914</link>
		<dc:creator>flyby-lurker</dc:creator>
		<pubDate>Tue, 10 May 2011 08:05:43 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=68#comment-20914</guid>
		<description>I hear about it, but I don&#039;t see it often...

My groups have been co-ed, and non-limiting, for as long as I have been gaming, and I wouldn&#039;t allow it any other way.

It is possible I have been subconsciously choosing my frinds... thats a thought I havn&#039;t explored... aware of but never thought about it... hmmm...</description>
		<content:encoded><![CDATA[<p>I hear about it, but I don&#8217;t see it often&#8230;</p>
<p>My groups have been co-ed, and non-limiting, for as long as I have been gaming, and I wouldn&#8217;t allow it any other way.</p>
<p>It is possible I have been subconsciously choosing my frinds&#8230; thats a thought I havn&#8217;t explored&#8230; aware of but never thought about it&#8230; hmmm&#8230;</p>
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		<title>Comment on Discussions From the Closet (Preview) by flyby-lurker</title>
		<link>http://theoryfromthecloset.com/2008/01/02/discussions-from-the-closet-preview/comment-page-1/#comment-20653</link>
		<dc:creator>flyby-lurker</dc:creator>
		<pubDate>Wed, 04 May 2011 08:36:54 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/2008/01/02/discussions-from-the-closet-preview/#comment-20653</guid>
		<description>I find Vampire can be thought of as, Story Based Character-Creation, &#039;Traditional&#039; Based Gameplay.

The system encourages story development in every point placed on the sheet, even to the extreme of allowing the player to define every aspect of every point, as something intrinsic to the background and overall concept, with paragraphs of persona development.

Gameplay with the rules, is still very task resolution, physics based, strategy and tactics, traditional oriented. The supplements encourage storytelling, but offer only basic flag mechanics, for storytelling.

Even in the LARP rules, this pattern apply.

        ---

I agree, however, that it is a lot about how the group contributes to one style over the other, no matter what system or setting is being used. I have played some incredibly story intensive campaigns using very &#039;Traditional&#039; games.
Loyal Coalition troops, taking humanist high-heroic roles, within their military oriented neo-Nazi fascist perspective, played with more drama and human conflict, and faced with the true terror inherent in being small squishies in such a setting, as opposed to flat out D-B bashing bug-hunt after D-B bashing bug-hunt, can be very amazingly rewarding.
.... if a little philosophically and psychologically sick....

Being railroaded into a campaign where, the Rebels are constantly thrust into Storm trooper raid after Storm trooper raid after alien-bug-hunt, without any time to develop character motivations and goals, or any ability to find one of the &#039;untouched&#039; locations in the galaxy, or ever being able to &#039;walk the grey side&#039;, makes for a very disappointing Star wars Saga, even if you have the full Masterbook Drama Rules being in effect.

Or, how about a Warriors game that devolves into a multi-sided clan war, because everyone is just wanting to throw their cats into a contest arena, and no story ever occurs.

Then there is the Avalon Hill: Swords and Sorcery, being built by an amazingly detail obsessed wargame publisher, that is still a classic RPG that emphasizes Roleplay and Story, sometimes better than later editions of D&amp;D, but somehow never got much support from the community.

---

  I find it funny that the &#039;Traditionalist&#039; style is associated with meaning &#039;Older&#039; when the Story Games were on the shelves first, back in the 20&#039;s, some are even older, and these elements were brought into the Wargaming genre by publishers like, SSI, Avalon Hill, and TSR, starting at some point in the 40&#039;s or 50&#039;s, and turned into games as they are known today.
  What I think is even kewler, is that published LARP rules can be found, that predate even the Salon Social Roleplaying games of the Victorian era. These earlier games should be counted, as some have some quite extensive &#039;rules&#039; and directed intent to be what the are, and were technically published for a broad &#039;customer audience&#039; distribution.

---

yep, I&#039;m a RPG geek :D and a total non-conformist gamer, I&#039;ll play just about anything, in just about any style.</description>
		<content:encoded><![CDATA[<p>I find Vampire can be thought of as, Story Based Character-Creation, &#8216;Traditional&#8217; Based Gameplay.</p>
<p>The system encourages story development in every point placed on the sheet, even to the extreme of allowing the player to define every aspect of every point, as something intrinsic to the background and overall concept, with paragraphs of persona development.</p>
<p>Gameplay with the rules, is still very task resolution, physics based, strategy and tactics, traditional oriented. The supplements encourage storytelling, but offer only basic flag mechanics, for storytelling.</p>
<p>Even in the LARP rules, this pattern apply.</p>
<p>        &#8212;</p>
<p>I agree, however, that it is a lot about how the group contributes to one style over the other, no matter what system or setting is being used. I have played some incredibly story intensive campaigns using very &#8216;Traditional&#8217; games.<br />
Loyal Coalition troops, taking humanist high-heroic roles, within their military oriented neo-Nazi fascist perspective, played with more drama and human conflict, and faced with the true terror inherent in being small squishies in such a setting, as opposed to flat out D-B bashing bug-hunt after D-B bashing bug-hunt, can be very amazingly rewarding.<br />
&#8230;. if a little philosophically and psychologically sick&#8230;.</p>
<p>Being railroaded into a campaign where, the Rebels are constantly thrust into Storm trooper raid after Storm trooper raid after alien-bug-hunt, without any time to develop character motivations and goals, or any ability to find one of the &#8216;untouched&#8217; locations in the galaxy, or ever being able to &#8216;walk the grey side&#8217;, makes for a very disappointing Star wars Saga, even if you have the full Masterbook Drama Rules being in effect.</p>
<p>Or, how about a Warriors game that devolves into a multi-sided clan war, because everyone is just wanting to throw their cats into a contest arena, and no story ever occurs.</p>
<p>Then there is the Avalon Hill: Swords and Sorcery, being built by an amazingly detail obsessed wargame publisher, that is still a classic RPG that emphasizes Roleplay and Story, sometimes better than later editions of D&amp;D, but somehow never got much support from the community.</p>
<p>&#8212;</p>
<p>  I find it funny that the &#8216;Traditionalist&#8217; style is associated with meaning &#8216;Older&#8217; when the Story Games were on the shelves first, back in the 20&#8242;s, some are even older, and these elements were brought into the Wargaming genre by publishers like, SSI, Avalon Hill, and TSR, starting at some point in the 40&#8242;s or 50&#8242;s, and turned into games as they are known today.<br />
  What I think is even kewler, is that published LARP rules can be found, that predate even the Salon Social Roleplaying games of the Victorian era. These earlier games should be counted, as some have some quite extensive &#8216;rules&#8217; and directed intent to be what the are, and were technically published for a broad &#8216;customer audience&#8217; distribution.</p>
<p>&#8212;</p>
<p>yep, I&#8217;m a RPG geek <img src='http://theoryfromthecloset.com/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' />  and a total non-conformist gamer, I&#8217;ll play just about anything, in just about any style.</p>
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		<title>Comment on Show022: Interview with Paul and Danielle Czege plus Matt Synder by Comme un Roman, l'association - Edition Ashcan</title>
		<link>http://theoryfromthecloset.com/2007/10/07/show022-interview-with-paul-and-danielle-czege-plus-matt-synder/comment-page-1/#comment-20095</link>
		<dc:creator>Comme un Roman, l'association - Edition Ashcan</dc:creator>
		<pubDate>Fri, 22 Apr 2011 15:07:22 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/2007/10/07/show022-interview-with-paul-and-danielle-czege-plus-matt-synder/#comment-20095</guid>
		<description>[...] article a été inspiré par des interviews de Paul et Danielle Czege, Matt Synder et Ron Edwards, réalisées par Clyde L. Rhoer via l&#039;excellent podcast Theory from the closet. Le [...]</description>
		<content:encoded><![CDATA[<p>[...] article a été inspiré par des interviews de Paul et Danielle Czege, Matt Synder et Ron Edwards, réalisées par Clyde L. Rhoer via l&#039;excellent podcast Theory from the closet. Le [...]</p>
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		<title>Comment on Show005: Interview with Paul Czege by Comme un Roman, l'association - Edition Ashcan</title>
		<link>http://theoryfromthecloset.com/2007/04/24/show005-interview-with-paul-czege/comment-page-1/#comment-20092</link>
		<dc:creator>Comme un Roman, l'association - Edition Ashcan</dc:creator>
		<pubDate>Fri, 22 Apr 2011 15:03:46 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/2007/04/24/show005-interview-with-paul-czege/#comment-20092</guid>
		<description>[...] article a été inspiré par des interviews de Paul et Danielle Czege, Matt Synder et Ron Edwards, réalisées par Clyde L. Rhoer via l&#039;excellent [...]</description>
		<content:encoded><![CDATA[<p>[...] article a été inspiré par des interviews de Paul et Danielle Czege, Matt Synder et Ron Edwards, réalisées par Clyde L. Rhoer via l&#039;excellent [...]</p>
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		<title>Comment on Show059: Interview with Vincent Baker by The Walking Eye Podcast &#187; Blog Archive &#187; Vincent Baker Interview: Apocalypse World</title>
		<link>http://theoryfromthecloset.com/2010/08/19/show059-interview-with-vincent-baker/comment-page-1/#comment-19665</link>
		<dc:creator>The Walking Eye Podcast &#187; Blog Archive &#187; Vincent Baker Interview: Apocalypse World</dc:creator>
		<pubDate>Mon, 04 Apr 2011 22:29:34 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=281#comment-19665</guid>
		<description>[...] Clyde&#8217;s Interview with Vincent (GenCon 2010) [...]</description>
		<content:encoded><![CDATA[<p>[...] Clyde&#8217;s Interview with Vincent (GenCon 2010) [...]</p>
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		<title>Comment on Zarathustra and the Dudes in the Forest. by Josh W</title>
		<link>http://theoryfromthecloset.com/2010/09/15/zarathustra-and-the-dudes-in-the-forest/comment-page-1/#comment-13815</link>
		<dc:creator>Josh W</dc:creator>
		<pubDate>Tue, 04 Jan 2011 03:05:09 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=285#comment-13815</guid>
		<description>Keith, your argument is only true if the filtering system is working well; get an &quot;effort&quot; barrier to entry, and guys who make games with all of their ability get through, so the lazy no playtest guys and the &quot;it all felt into place&quot; easy elegent designs don&#039;t get seen. I can&#039;t think of an example, but I&#039;m sure there have been games that people have just been able to make and send out there, and have been good.

If you have a filtering system that&#039;s not just about effort, but about the intensity of time you can put into something (eg learning the ropes when stuff gets changing, finding out which collectives are currently open to doing stuff) then someone will delay his game for 3 years until his kids get a bit older, because he has enough time per day to do a weakly playtest game and little more.

If your filtering system relies on totally different skills from game design, then people can get good at publishing crap, or get bad at publishing good stuff.

All of those can be dealt with, but they have to be actively dealt with (you have to do things for people to change it because their actions are already factored in). An established booth of randoms is one way to do that, but it obviously has it&#039;s own biases too.</description>
		<content:encoded><![CDATA[<p>Keith, your argument is only true if the filtering system is working well; get an &#8220;effort&#8221; barrier to entry, and guys who make games with all of their ability get through, so the lazy no playtest guys and the &#8220;it all felt into place&#8221; easy elegent designs don&#8217;t get seen. I can&#8217;t think of an example, but I&#8217;m sure there have been games that people have just been able to make and send out there, and have been good.</p>
<p>If you have a filtering system that&#8217;s not just about effort, but about the intensity of time you can put into something (eg learning the ropes when stuff gets changing, finding out which collectives are currently open to doing stuff) then someone will delay his game for 3 years until his kids get a bit older, because he has enough time per day to do a weakly playtest game and little more.</p>
<p>If your filtering system relies on totally different skills from game design, then people can get good at publishing crap, or get bad at publishing good stuff.</p>
<p>All of those can be dealt with, but they have to be actively dealt with (you have to do things for people to change it because their actions are already factored in). An established booth of randoms is one way to do that, but it obviously has it&#8217;s own biases too.</p>
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		<title>Comment on Show063(Shorts): Paul Czege and the Wilderness by Dave (aka Nev the Deranged)</title>
		<link>http://theoryfromthecloset.com/2010/12/09/show063shorts-paul-czege-and-the-wilderness/comment-page-1/#comment-13017</link>
		<dc:creator>Dave (aka Nev the Deranged)</dc:creator>
		<pubDate>Sat, 11 Dec 2010 18:35:07 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=334#comment-13017</guid>
		<description>Yay, TFtC! Yay, Paul!</description>
		<content:encoded><![CDATA[<p>Yay, TFtC! Yay, Paul!</p>
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		<title>Comment on Zarathustra and the Dudes in the Forest. by sean</title>
		<link>http://theoryfromthecloset.com/2010/09/15/zarathustra-and-the-dudes-in-the-forest/comment-page-1/#comment-12643</link>
		<dc:creator>sean</dc:creator>
		<pubDate>Tue, 30 Nov 2010 02:06:33 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=285#comment-12643</guid>
		<description>Bummer to hear about the Forge booth. I would have never known.</description>
		<content:encoded><![CDATA[<p>Bummer to hear about the Forge booth. I would have never known.</p>
]]></content:encoded>
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		<title>Comment on Show037: Interview with Mike Holmes by The Walking Eye Podcast &#187; Blog Archive &#187; The Walking Eye Interview 4: Clyde Rhoer</title>
		<link>http://theoryfromthecloset.com/2008/05/07/show037-interview-with-mike-holmes/comment-page-1/#comment-12229</link>
		<dc:creator>The Walking Eye Podcast &#187; Blog Archive &#187; The Walking Eye Interview 4: Clyde Rhoer</dc:creator>
		<pubDate>Mon, 15 Nov 2010 16:12:10 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=65#comment-12229</guid>
		<description>[...] Mike Holmes [...]</description>
		<content:encoded><![CDATA[<p>[...] Mike Holmes [...]</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-11726</link>
		<dc:creator>clyde</dc:creator>
		<pubDate>Tue, 26 Oct 2010 06:26:35 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=281#comment-11726</guid>
		<description>Hey Anarchangel,

Thanks, a lot. You&#039;re right, there were several examples from quite sometime back, but the idea had been lost in practice. Wargaming last century, according to Mr. Wesely didn&#039;t have referees until he, and some other folks unaffilated with him, rediscovered / recreated the idea. Major Wesely details some of the examples in that interview. This interview with Vincent was chronologically after the one with Major Wesely, which is likely why I was spewing, what I was spewing. Normally I don&#039;t run interviews out of order, but Vincent&#039;s interview had the best raw sound quality so it was easiest to get out after Gen Con.</description>
		<content:encoded><![CDATA[<p>Hey Anarchangel,</p>
<p>Thanks, a lot. You&#8217;re right, there were several examples from quite sometime back, but the idea had been lost in practice. Wargaming last century, according to Mr. Wesely didn&#8217;t have referees until he, and some other folks unaffilated with him, rediscovered / recreated the idea. Major Wesely details some of the examples in that interview. This interview with Vincent was chronologically after the one with Major Wesely, which is likely why I was spewing, what I was spewing. Normally I don&#8217;t run interviews out of order, but Vincent&#8217;s interview had the best raw sound quality so it was easiest to get out after Gen Con.</p>
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		<title>Comment on Show059: Interview with Vincent Baker by Anarchangel</title>
		<link>http://theoryfromthecloset.com/2010/08/19/show059-interview-with-vincent-baker/comment-page-1/#comment-11724</link>
		<dc:creator>Anarchangel</dc:creator>
		<pubDate>Tue, 26 Oct 2010 05:20:55 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=281#comment-11724</guid>
		<description>Hi Clyde,

I enjoyed (am still enjoying) this episode very much, so I will, but the 19th century wargame &lt;i&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Kriegsspiel_%28wargame%29&quot; rel=&quot;nofollow&quot;&gt;Kriegspiel&lt;/a&gt;&lt;/i&gt; had referees, so I&#039;m interested to hear the specifics of what he has to say.

That aside, I&#039;m glad I finally listened to your show; keep up the good work!</description>
		<content:encoded><![CDATA[<p>Hi Clyde,</p>
<p>I enjoyed (am still enjoying) this episode very much, so I will, but the 19th century wargame <i><a href="http://en.wikipedia.org/wiki/Kriegsspiel_%28wargame%29" rel="nofollow">Kriegspiel</a></i> had referees, so I&#8217;m interested to hear the specifics of what he has to say.</p>
<p>That aside, I&#8217;m glad I finally listened to your show; keep up the good work!</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-11717</link>
		<dc:creator>clyde</dc:creator>
		<pubDate>Mon, 25 Oct 2010 23:54:54 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=281#comment-11717</guid>
		<description>Hey Anarchangel,

Listen to the next show. I interview Major Wesely who brought referees to Wargaming. It isn&#039;t actually that much later that it starts turning into proto-roleplaying. It seems the referee was the key to kick that idea off.</description>
		<content:encoded><![CDATA[<p>Hey Anarchangel,</p>
<p>Listen to the next show. I interview Major Wesely who brought referees to Wargaming. It isn&#8217;t actually that much later that it starts turning into proto-roleplaying. It seems the referee was the key to kick that idea off.</p>
]]></content:encoded>
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		<title>Comment on Show059: Interview with Vincent Baker by Anarchangel</title>
		<link>http://theoryfromthecloset.com/2010/08/19/show059-interview-with-vincent-baker/comment-page-1/#comment-11716</link>
		<dc:creator>Anarchangel</dc:creator>
		<pubDate>Mon, 25 Oct 2010 23:32:39 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=281#comment-11716</guid>
		<description>Great conversation. The historical analysis of the wargaming roots of conventional roleplaying design is a little more complex than you make out though, Clyde. After all, wargames have had referees and morale rules for a long time. Even so-called OSR games still have morale rules that determine social/mental consequences for NPCs.</description>
		<content:encoded><![CDATA[<p>Great conversation. The historical analysis of the wargaming roots of conventional roleplaying design is a little more complex than you make out though, Clyde. After all, wargames have had referees and morale rules for a long time. Even so-called OSR games still have morale rules that determine social/mental consequences for NPCs.</p>
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		<title>Comment on Barfing for Great Justice! by Syntax Error &#124; The Principles of D&#38;D 4E</title>
		<link>http://theoryfromthecloset.com/2010/09/13/barfing-for-great-justice/comment-page-1/#comment-11375</link>
		<dc:creator>Syntax Error &#124; The Principles of D&#38;D 4E</dc:creator>
		<pubDate>Mon, 11 Oct 2010 15:10:22 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=310#comment-11375</guid>
		<description>[...] and Jonathan Walton did it for Burning Wheel. Clyde got the whole series started by doing it for 4E, but I kind of disagree with his assessment. His principles are pretty good, but I&#8217;m not [...]</description>
		<content:encoded><![CDATA[<p>[...] and Jonathan Walton did it for Burning Wheel. Clyde got the whole series started by doing it for 4E, but I kind of disagree with his assessment. His principles are pretty good, but I&#8217;m not [...]</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-11367</link>
		<dc:creator>clyde</dc:creator>
		<pubDate>Sun, 10 Oct 2010 05:36:13 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=301#comment-11367</guid>
		<description>Yeah, it&#039;s weird that wordpress didn&#039;t pick that up. I wonder how it determines what to linkback?</description>
		<content:encoded><![CDATA[<p>Yeah, it&#8217;s weird that wordpress didn&#8217;t pick that up. I wonder how it determines what to linkback?</p>
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		<title>Comment on Show060: Interview with David Wesely by Dave (aka Nev the Deranged)</title>
		<link>http://theoryfromthecloset.com/2010/08/30/show060-interview-with-david-wesely/comment-page-1/#comment-11365</link>
		<dc:creator>Dave (aka Nev the Deranged)</dc:creator>
		<pubDate>Sat, 09 Oct 2010 17:52:43 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=301#comment-11365</guid>
		<description>I don&#039;t see a pingback, so here&#039;s the link to Zak Sabbath&#039;s pimpage:
http://dndwithpornstars.blogspot.com/2010/08/sexiest-thing-ive-heard-all-day.html</description>
		<content:encoded><![CDATA[<p>I don&#8217;t see a pingback, so here&#8217;s the link to Zak Sabbath&#8217;s pimpage:<br />
<a href="http://dndwithpornstars.blogspot.com/2010/08/sexiest-thing-ive-heard-all-day.html" rel="nofollow">http://dndwithpornstars.blogspot.com/2010/08/sexiest-thing-ive-heard-all-day.html</a></p>
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		<title>Comment on Show055: Homosexuality and RPG&#8217;s by clyde</title>
		<link>http://theoryfromthecloset.com/2009/09/13/show055-homosexuality-and-rpgs/comment-page-1/#comment-11347</link>
		<dc:creator>clyde</dc:creator>
		<pubDate>Wed, 06 Oct 2010 21:41:00 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=242#comment-11347</guid>
		<description>I do have your email. If you don&#039;t hear from me next week... grab my attention again?</description>
		<content:encoded><![CDATA[<p>I do have your email. If you don&#8217;t hear from me next week&#8230; grab my attention again?</p>
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		<title>Comment on Show055: Homosexuality and RPG&#8217;s by GT</title>
		<link>http://theoryfromthecloset.com/2009/09/13/show055-homosexuality-and-rpgs/comment-page-1/#comment-11346</link>
		<dc:creator>GT</dc:creator>
		<pubDate>Wed, 06 Oct 2010 21:24:59 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=242#comment-11346</guid>
		<description>Sure, I&#039;d love to!  I haven&#039;t implemented nearly enough of this in my own games, but I&#039;ve thought a lot about, because I realized some time ago that there&#039;s no reason the imagined space of a collaborative game has to be as iniquitous as the real world. 

Hopefully you have my email from my comments?  Maybe you could email me and we could set up a time to talk.</description>
		<content:encoded><![CDATA[<p>Sure, I&#8217;d love to!  I haven&#8217;t implemented nearly enough of this in my own games, but I&#8217;ve thought a lot about, because I realized some time ago that there&#8217;s no reason the imagined space of a collaborative game has to be as iniquitous as the real world. </p>
<p>Hopefully you have my email from my comments?  Maybe you could email me and we could set up a time to talk.</p>
]]></content:encoded>
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		<title>Comment on Show061: Interview with Keith Senkowski and Matt Synder by clyde</title>
		<link>http://theoryfromthecloset.com/2010/09/06/show061-interview-with-keith-senkowski-and-matt-synder/comment-page-1/#comment-11320</link>
		<dc:creator>clyde</dc:creator>
		<pubDate>Tue, 05 Oct 2010 08:10:52 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=303#comment-11320</guid>
		<description>IF there&#039;s more can we do this in person? That took me like 50 minutes to type.</description>
		<content:encoded><![CDATA[<p>IF there&#8217;s more can we do this in person? That took me like 50 minutes to type.</p>
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		<title>Comment on Show061: Interview with Keith Senkowski and Matt Synder by clyde</title>
		<link>http://theoryfromthecloset.com/2010/09/06/show061-interview-with-keith-senkowski-and-matt-synder/comment-page-1/#comment-11319</link>
		<dc:creator>clyde</dc:creator>
		<pubDate>Tue, 05 Oct 2010 08:08:09 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=303#comment-11319</guid>
		<description>Hey Brett,

It seems apparent there is a lot of mutual context we relied on in that discussion. That would be my failure. My job was to ferret that out.

Matt isn&#039;t postulating anything more radical than say what happened with Nanuk. Once you turned it over to Steve Jackson, they made changes based on their conception, or understanding, of the audience they were trying to reach. He&#039;s suggesting much the same, but since for creator owned roleplaying games there isn&#039;t a separate development team, or a research fund; He&#039;s suggesting some people, not all people, perhaps give an audience consideration at the design phase. So he&#039;s designing a game to test this principle. If it works, we (Forgie indie designer folks,) can use it. If it doesn&#039;t work we can discuss why we think it didn&#039;t work. 

Matt&#039;s not suggesting a great compromise. He&#039;s suggesting what I said above. However in the Forgie indie designer folk community the focus has been on the vision of the designer, and art over... over... pandering... process... I can&#039;t find a good word. Anyway the suggestion of a not tightly theme focused game might be (likely is?) viewed negatively. The thought was Indie games would follow the path Indie comics did, and develop a coffee house, hip audience, of folks who wanted roleplaying to be more than adventure gaming. I.E. tightly focused thematic games about feelings, culture, and icky stuff.

Keith is saying, that we (Forgie indie designer folks) have been focusing on Gen Con for years, but most of us don&#039;t go to PAX, and he believes that we&#039;d benefit more from going there. I&#039;m not sure, but I think he was saying that it isn&#039;t necessarily the tight games that aren&#039;t breaking out well, but that &quot;we&#039;ve&quot; been pushing them at the wrong audience. I tenatively agree with him, but haven&#039;t been to PAX. I&#039;m going to try to get to PAX: East, and from there weigh Gen Con versus PAX: Prime, as the summer convention I want to cover.</description>
		<content:encoded><![CDATA[<p>Hey Brett,</p>
<p>It seems apparent there is a lot of mutual context we relied on in that discussion. That would be my failure. My job was to ferret that out.</p>
<p>Matt isn&#8217;t postulating anything more radical than say what happened with Nanuk. Once you turned it over to Steve Jackson, they made changes based on their conception, or understanding, of the audience they were trying to reach. He&#8217;s suggesting much the same, but since for creator owned roleplaying games there isn&#8217;t a separate development team, or a research fund; He&#8217;s suggesting some people, not all people, perhaps give an audience consideration at the design phase. So he&#8217;s designing a game to test this principle. If it works, we (Forgie indie designer folks,) can use it. If it doesn&#8217;t work we can discuss why we think it didn&#8217;t work. </p>
<p>Matt&#8217;s not suggesting a great compromise. He&#8217;s suggesting what I said above. However in the Forgie indie designer folk community the focus has been on the vision of the designer, and art over&#8230; over&#8230; pandering&#8230; process&#8230; I can&#8217;t find a good word. Anyway the suggestion of a not tightly theme focused game might be (likely is?) viewed negatively. The thought was Indie games would follow the path Indie comics did, and develop a coffee house, hip audience, of folks who wanted roleplaying to be more than adventure gaming. I.E. tightly focused thematic games about feelings, culture, and icky stuff.</p>
<p>Keith is saying, that we (Forgie indie designer folks) have been focusing on Gen Con for years, but most of us don&#8217;t go to PAX, and he believes that we&#8217;d benefit more from going there. I&#8217;m not sure, but I think he was saying that it isn&#8217;t necessarily the tight games that aren&#8217;t breaking out well, but that &#8220;we&#8217;ve&#8221; been pushing them at the wrong audience. I tenatively agree with him, but haven&#8217;t been to PAX. I&#8217;m going to try to get to PAX: East, and from there weigh Gen Con versus PAX: Prime, as the summer convention I want to cover.</p>
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		<title>Comment on Show061: Interview with Keith Senkowski and Matt Synder by Brett Myers</title>
		<link>http://theoryfromthecloset.com/2010/09/06/show061-interview-with-keith-senkowski-and-matt-synder/comment-page-1/#comment-11314</link>
		<dc:creator>Brett Myers</dc:creator>
		<pubDate>Tue, 05 Oct 2010 03:19:44 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=303#comment-11314</guid>
		<description>Great Compromise is my term. That was a big point of his argument - that indie designers would need to design games differently to appeal to a broader audience. The hippie games don&#039;t appeal to Joe Pathfinder, so designers should make games that bridge the gap. They specifically said designers should make sacrifices to appeal to more gamers and that a good game is one that is financially successful. 

You guys made a point of mentioning how old the indie crowd was getting and the fact that all the &quot;kids&quot; are into card games and not rpgs/indie games. I&#039;m just extrapolating that into marketing to teens and early twenty-somethings. 

If people are already having success at cons like PAX, who is the &quot;we&quot; Keith is talking about? &quot;We&#039;re [stuck here at Gencon], etc.&quot; Does he mean there should be a Forge-like booth at PAX or what? &quot;We [the less successful indie game designers]&quot; should get a booth at PAX?

It&#039;s that kind of generality that unfortunately permeates this conversation. I listened to the interview twice, and pretty much I get &quot;It would be nice to be able to sell more books, and we&#039;re frustrated that we can&#039;t and we think Marketing is the answer, but we don&#039;t really know quite what to do about it.&quot;</description>
		<content:encoded><![CDATA[<p>Great Compromise is my term. That was a big point of his argument &#8211; that indie designers would need to design games differently to appeal to a broader audience. The hippie games don&#8217;t appeal to Joe Pathfinder, so designers should make games that bridge the gap. They specifically said designers should make sacrifices to appeal to more gamers and that a good game is one that is financially successful. </p>
<p>You guys made a point of mentioning how old the indie crowd was getting and the fact that all the &#8220;kids&#8221; are into card games and not rpgs/indie games. I&#8217;m just extrapolating that into marketing to teens and early twenty-somethings. </p>
<p>If people are already having success at cons like PAX, who is the &#8220;we&#8221; Keith is talking about? &#8220;We&#8217;re [stuck here at Gencon], etc.&#8221; Does he mean there should be a Forge-like booth at PAX or what? &#8220;We [the less successful indie game designers]&#8221; should get a booth at PAX?</p>
<p>It&#8217;s that kind of generality that unfortunately permeates this conversation. I listened to the interview twice, and pretty much I get &#8220;It would be nice to be able to sell more books, and we&#8217;re frustrated that we can&#8217;t and we think Marketing is the answer, but we don&#8217;t really know quite what to do about it.&#8221;</p>
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		<title>Comment on Show061: Interview with Keith Senkowski and Matt Synder by clyde</title>
		<link>http://theoryfromthecloset.com/2010/09/06/show061-interview-with-keith-senkowski-and-matt-synder/comment-page-1/#comment-11312</link>
		<dc:creator>clyde</dc:creator>
		<pubDate>Tue, 05 Oct 2010 01:51:24 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=303#comment-11312</guid>
		<description>Hey Brett,

Their point of divergence was Matt was talking about targeting a larger gaming crowd, not teens. To do that I believe he was espousing a more general game design over the specific focused game design that Indie games tend to have. I&#039;m not sure he ever mentioned a great compromise.

Keith was talking about targeting other markets like at PAX. I don&#039;t believe he was saying you needed to design differently, folks have already been having success there, like Burning Wheel. He was talking more about getting to a new market outside of folks who attend Gen Con. 

As far as Market data... there&#039;s so many indie designers it would be difficult to be factual. If you were to use booth size and the number of folks not selling games who were a few years ago, I might argue it&#039;s actually a smidge smaller. It certainly doesn&#039;t look like it did a few years ago.</description>
		<content:encoded><![CDATA[<p>Hey Brett,</p>
<p>Their point of divergence was Matt was talking about targeting a larger gaming crowd, not teens. To do that I believe he was espousing a more general game design over the specific focused game design that Indie games tend to have. I&#8217;m not sure he ever mentioned a great compromise.</p>
<p>Keith was talking about targeting other markets like at PAX. I don&#8217;t believe he was saying you needed to design differently, folks have already been having success there, like Burning Wheel. He was talking more about getting to a new market outside of folks who attend Gen Con. </p>
<p>As far as Market data&#8230; there&#8217;s so many indie designers it would be difficult to be factual. If you were to use booth size and the number of folks not selling games who were a few years ago, I might argue it&#8217;s actually a smidge smaller. It certainly doesn&#8217;t look like it did a few years ago.</p>
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		<title>Comment on Show061: Interview with Keith Senkowski and Matt Synder by Brett Myers</title>
		<link>http://theoryfromthecloset.com/2010/09/06/show061-interview-with-keith-senkowski-and-matt-synder/comment-page-1/#comment-11309</link>
		<dc:creator>Brett Myers</dc:creator>
		<pubDate>Mon, 04 Oct 2010 22:15:27 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=303#comment-11309</guid>
		<description>Well, just that there are segments where they&#039;re talking about growth, and contradicting each other in some cases, that one or both of them say the market/audience is not growing, and I&#039;d just like to know if they have actual data to back that up.

They tend to contradict each other a fair amount or seem to be at odds with the others&#039; opinions. 

I do wonder what sort of solution (couldn&#039;t keep the names straight, so let&#039;s call him) Compromise Design Principles Guy has for reaching a broader and younger audience.  In my limited experience, the indie/story games tend toward mature/sophisticated concepts that I just don&#039;t see appealing to teens. Is his Great Compromise mechanical in nature or thematic? Shab Al Hiri Roach is a pretty simple game mechanically, but thematically, it&#039;s right over the head of your average late teen, probably even early twenty-something, and I think that holds true for a majority of indie games. 

How is he suggesting Annalise (unsure of spelling) be dumbed down to appeal to a broader audience? (that&#039;s what he&#039;s suggesting but with different words) Is it the game mechanics that don&#039;t appeal or the story setting? Or is he suggesting indie designers forgo the dark/adult/mature/interesting/etc game ideas for themes that appeal to Tony Hawk fans?</description>
		<content:encoded><![CDATA[<p>Well, just that there are segments where they&#8217;re talking about growth, and contradicting each other in some cases, that one or both of them say the market/audience is not growing, and I&#8217;d just like to know if they have actual data to back that up.</p>
<p>They tend to contradict each other a fair amount or seem to be at odds with the others&#8217; opinions. </p>
<p>I do wonder what sort of solution (couldn&#8217;t keep the names straight, so let&#8217;s call him) Compromise Design Principles Guy has for reaching a broader and younger audience.  In my limited experience, the indie/story games tend toward mature/sophisticated concepts that I just don&#8217;t see appealing to teens. Is his Great Compromise mechanical in nature or thematic? Shab Al Hiri Roach is a pretty simple game mechanically, but thematically, it&#8217;s right over the head of your average late teen, probably even early twenty-something, and I think that holds true for a majority of indie games. </p>
<p>How is he suggesting Annalise (unsure of spelling) be dumbed down to appeal to a broader audience? (that&#8217;s what he&#8217;s suggesting but with different words) Is it the game mechanics that don&#8217;t appeal or the story setting? Or is he suggesting indie designers forgo the dark/adult/mature/interesting/etc game ideas for themes that appeal to Tony Hawk fans?</p>
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		<title>Comment on Show061: Interview with Keith Senkowski and Matt Synder by clyde</title>
		<link>http://theoryfromthecloset.com/2010/09/06/show061-interview-with-keith-senkowski-and-matt-synder/comment-page-1/#comment-11305</link>
		<dc:creator>clyde</dc:creator>
		<pubDate>Mon, 04 Oct 2010 19:45:01 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=303#comment-11305</guid>
		<description>Hey Brett,

I&#039;m not sure I understand, can you expand on that thought?</description>
		<content:encoded><![CDATA[<p>Hey Brett,</p>
<p>I&#8217;m not sure I understand, can you expand on that thought?</p>
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	<item>
		<title>Comment on Show061: Interview with Keith Senkowski and Matt Synder by Brett Myers</title>
		<link>http://theoryfromthecloset.com/2010/09/06/show061-interview-with-keith-senkowski-and-matt-synder/comment-page-1/#comment-11303</link>
		<dc:creator>Brett Myers</dc:creator>
		<pubDate>Mon, 04 Oct 2010 19:21:14 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=303#comment-11303</guid>
		<description>There were several moments when I mentally shouted, &quot;CITATION NEEDED,&quot; most often when talking about the growth or lack thereof, of the industry/market. Anecdotal observation is not reliable.</description>
		<content:encoded><![CDATA[<p>There were several moments when I mentally shouted, &#8220;CITATION NEEDED,&#8221; most often when talking about the growth or lack thereof, of the industry/market. Anecdotal observation is not reliable.</p>
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		<title>Comment on Show062: Interview with Mike Mearls by clyde</title>
		<link>http://theoryfromthecloset.com/2010/10/02/show062-interview-with-mike-mearls/comment-page-1/#comment-11293</link>
		<dc:creator>clyde</dc:creator>
		<pubDate>Mon, 04 Oct 2010 03:30:58 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=327#comment-11293</guid>
		<description>Fixed. Now if I could only get to your personality.

Don&#039;t forget Ascension.</description>
		<content:encoded><![CDATA[<p>Fixed. Now if I could only get to your personality.</p>
<p>Don&#8217;t forget Ascension.</p>
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		<title>Comment on Show062: Interview with Mike Mearls by BG Josh</title>
		<link>http://theoryfromthecloset.com/2010/10/02/show062-interview-with-mike-mearls/comment-page-1/#comment-11288</link>
		<dc:creator>BG Josh</dc:creator>
		<pubDate>Sun, 03 Oct 2010 22:53:58 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=327#comment-11288</guid>
		<description>Good question.  I have no idea, but tweet deck, and I assume other 3rd party interfaces, are.</description>
		<content:encoded><![CDATA[<p>Good question.  I have no idea, but tweet deck, and I assume other 3rd party interfaces, are.</p>
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		<title>Comment on Show062: Interview with Mike Mearls by clyde</title>
		<link>http://theoryfromthecloset.com/2010/10/02/show062-interview-with-mike-mearls/comment-page-1/#comment-11279</link>
		<dc:creator>clyde</dc:creator>
		<pubDate>Sun, 03 Oct 2010 05:00:47 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=327#comment-11279</guid>
		<description>Is Twitter caps aware?</description>
		<content:encoded><![CDATA[<p>Is Twitter caps aware?</p>
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		<title>Comment on Show062: Interview with Mike Mearls by BG Josh</title>
		<link>http://theoryfromthecloset.com/2010/10/02/show062-interview-with-mike-mearls/comment-page-1/#comment-11276</link>
		<dc:creator>BG Josh</dc:creator>
		<pubDate>Sun, 03 Oct 2010 03:01:55 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=327#comment-11276</guid>
		<description>I am saving this episode to listen to while I work but I needed to point out that my twitter handle is @bg_josh not @BG_Josh.  It&#039;s my PERSONALITY that is in all caps.</description>
		<content:encoded><![CDATA[<p>I am saving this episode to listen to while I work but I needed to point out that my twitter handle is @bg_josh not @BG_Josh.  It&#8217;s my PERSONALITY that is in all caps.</p>
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		<title>Comment on Show055: Homosexuality and RPG&#8217;s by clyde</title>
		<link>http://theoryfromthecloset.com/2009/09/13/show055-homosexuality-and-rpgs/comment-page-1/#comment-11229</link>
		<dc:creator>clyde</dc:creator>
		<pubDate>Thu, 30 Sep 2010 07:42:37 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=242#comment-11229</guid>
		<description>Hey GT,

Would you be willing to talk about this? I could give you a call, and record it and perhaps we can get more brains than mine on it. I&#039;ve been thinking about your comment for weeks, and I&#039;m not sure I&#039;ve got great answers.</description>
		<content:encoded><![CDATA[<p>Hey GT,</p>
<p>Would you be willing to talk about this? I could give you a call, and record it and perhaps we can get more brains than mine on it. I&#8217;ve been thinking about your comment for weeks, and I&#8217;m not sure I&#8217;ve got great answers.</p>
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		<title>Comment on Zarathustra and the Dudes in the Forest. by Paul Czege</title>
		<link>http://theoryfromthecloset.com/2010/09/15/zarathustra-and-the-dudes-in-the-forest/comment-page-1/#comment-11224</link>
		<dc:creator>Paul Czege</dc:creator>
		<pubDate>Wed, 29 Sep 2010 17:34:16 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=285#comment-11224</guid>
		<description>Clyde,

I&#039;ve been hammering away at my lack of sound in Ubuntu (which is making Skype unusable). I might have it solved, but if not, let&#039;s do it by phone. Email me.

Paul</description>
		<content:encoded><![CDATA[<p>Clyde,</p>
<p>I&#8217;ve been hammering away at my lack of sound in Ubuntu (which is making Skype unusable). I might have it solved, but if not, let&#8217;s do it by phone. Email me.</p>
<p>Paul</p>
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	<item>
		<title>Comment on Barfing for Great Justice! by Syntax Error &#124; The Principles of Moldvay D&#38;D</title>
		<link>http://theoryfromthecloset.com/2010/09/13/barfing-for-great-justice/comment-page-1/#comment-11206</link>
		<dc:creator>Syntax Error &#124; The Principles of Moldvay D&#38;D</dc:creator>
		<pubDate>Tue, 28 Sep 2010 18:01:06 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=310#comment-11206</guid>
		<description>[...] the Apocalypse World-style Principles of the game. I thought that was really interesting, as was Clyde&#8217;s look at D&amp;D that inspired it, so I thought I&#8217;d try it [...]</description>
		<content:encoded><![CDATA[<p>[...] the Apocalypse World-style Principles of the game. I thought that was really interesting, as was Clyde&#8217;s look at D&amp;D that inspired it, so I thought I&#8217;d try it [...]</p>
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		<title>Comment on Zarathustra and the Dudes in the Forest. by Josh (Brilliant Gameologists)</title>
		<link>http://theoryfromthecloset.com/2010/09/15/zarathustra-and-the-dudes-in-the-forest/comment-page-1/#comment-11107</link>
		<dc:creator>Josh (Brilliant Gameologists)</dc:creator>
		<pubDate>Wed, 22 Sep 2010 01:10:26 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=285#comment-11107</guid>
		<description>I think looking at GenCon is a waste of time.  It seems to be very uninterested in any sort of quality or services for attendees.

Instead the con is geared towards making as much money as possible.  I know for the last 3 or 4 years the con has been fun in spite of the GenCon events.  

I predict that other cons will rise to prominence in the next few years.  DragonCon and PAX, for example.</description>
		<content:encoded><![CDATA[<p>I think looking at GenCon is a waste of time.  It seems to be very uninterested in any sort of quality or services for attendees.</p>
<p>Instead the con is geared towards making as much money as possible.  I know for the last 3 or 4 years the con has been fun in spite of the GenCon events.  </p>
<p>I predict that other cons will rise to prominence in the next few years.  DragonCon and PAX, for example.</p>
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		<title>Comment on Show061: Interview with Keith Senkowski and Matt Synder by Josh (Brilliant Gameologists)</title>
		<link>http://theoryfromthecloset.com/2010/09/06/show061-interview-with-keith-senkowski-and-matt-synder/comment-page-1/#comment-11106</link>
		<dc:creator>Josh (Brilliant Gameologists)</dc:creator>
		<pubDate>Wed, 22 Sep 2010 01:00:18 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=303#comment-11106</guid>
		<description>I was just excited to hear someone else with any level of sophistication in fantasy writing.  Look gamers, just because Jim Butcher was a gamer does not mean you need to read his books.  Read people who are good, not people who game.</description>
		<content:encoded><![CDATA[<p>I was just excited to hear someone else with any level of sophistication in fantasy writing.  Look gamers, just because Jim Butcher was a gamer does not mean you need to read his books.  Read people who are good, not people who game.</p>
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		<title>Comment on Zarathustra and the Dudes in the Forest. by Keith</title>
		<link>http://theoryfromthecloset.com/2010/09/15/zarathustra-and-the-dudes-in-the-forest/comment-page-1/#comment-11093</link>
		<dc:creator>Keith</dc:creator>
		<pubDate>Mon, 20 Sep 2010 20:34:06 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=285#comment-11093</guid>
		<description>Hi Clyde,

Innovation perspective? That is nonsense. How do barriers that must be surmounted with blood, sweat and tears halt innovation? The barriers are what create true innovation, because they must be tested as do their creators. They force hard questions, self evaluation, and the leveraging of hubris, all the shit needed to create great, well great anything.

Not sure what you mean by the all ships raised argument.</description>
		<content:encoded><![CDATA[<p>Hi Clyde,</p>
<p>Innovation perspective? That is nonsense. How do barriers that must be surmounted with blood, sweat and tears halt innovation? The barriers are what create true innovation, because they must be tested as do their creators. They force hard questions, self evaluation, and the leveraging of hubris, all the shit needed to create great, well great anything.</p>
<p>Not sure what you mean by the all ships raised argument.</p>
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		<title>Comment on Zarathustra and the Dudes in the Forest. by clyde</title>
		<link>http://theoryfromthecloset.com/2010/09/15/zarathustra-and-the-dudes-in-the-forest/comment-page-1/#comment-11052</link>
		<dc:creator>clyde</dc:creator>
		<pubDate>Fri, 17 Sep 2010 02:13:52 +0000</pubDate>
		<guid isPermaLink="false">http://theoryfromthecloset.com/?p=285#comment-11052</guid>
		<description>Hey Keith,

I can kind of see what you&#039;re saying from a market perspective. What about an innovation perspective? I want more things like Death&#039;s Door, House of Horiku, Primitive, or on the other end of success, Steal Away Jordan, and Kagematsu. I&#039;m not sure barriers help me get that. Do you not hold with the &quot;All ships raised&quot; argument?</description>
		<content:encoded><![CDATA[<p>Hey Keith,</p>
<p>I can kind of see what you&#8217;re saying from a market perspective. What about an innovation perspective? I want more things like Death&#8217;s Door, House of Horiku, Primitive, or on the other end of success, Steal Away Jordan, and Kagematsu. I&#8217;m not sure barriers help me get that. Do you not hold with the &#8220;All ships raised&#8221; argument?</p>
]]></content:encoded>
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