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	<title>Comments on: GM Success</title>
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	<link>http://ludusnovus.net/2009/06/12/gm-success/</link>
	<description>The Art of Interaction</description>
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		<title>By: Ben Carruth</title>
		<link>http://ludusnovus.net/2009/06/12/gm-success/comment-page-1/#comment-44104</link>
		<dc:creator>Ben Carruth</dc:creator>
		<pubDate>Thu, 18 Jun 2009 06:50:39 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=501#comment-44104</guid>
		<description>I think you&#039;ve hit on something rich, implication and application well beyond the game table. It&#039;s easy to design a problem or dialogue resolved by selection from within intended choices (implied not much better than stated).   The process and roles in resolution are clear, or at least sharply defined. Hearkens back to old side-scroll adventure design, a myriad of objects essentially functioning like color-coded doors and keys. Strange and interesting how frequently we do that, in how many media or experience creations: crpg, campaign, film, written fiction. How much harder to consciously craft ambiguity, from which invention and discovery arise! How rewarding, when we succeed!</description>
		<content:encoded><![CDATA[<p>I think you&#8217;ve hit on something rich, implication and application well beyond the game table. It&#8217;s easy to design a problem or dialogue resolved by selection from within intended choices (implied not much better than stated).   The process and roles in resolution are clear, or at least sharply defined. Hearkens back to old side-scroll adventure design, a myriad of objects essentially functioning like color-coded doors and keys. Strange and interesting how frequently we do that, in how many media or experience creations: crpg, campaign, film, written fiction. How much harder to consciously craft ambiguity, from which invention and discovery arise! How rewarding, when we succeed!</p>
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		<title>By: Jonas</title>
		<link>http://ludusnovus.net/2009/06/12/gm-success/comment-page-1/#comment-43870</link>
		<dc:creator>Jonas</dc:creator>
		<pubDate>Sun, 14 Jun 2009 10:17:58 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=501#comment-43870</guid>
		<description>I absolutely agree. This is the really interesting stuff - seeing the players debate not just strategy, but *morality*.</description>
		<content:encoded><![CDATA[<p>I absolutely agree. This is the really interesting stuff &#8211; seeing the players debate not just strategy, but *morality*.</p>
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		<title>By: phu</title>
		<link>http://ludusnovus.net/2009/06/12/gm-success/comment-page-1/#comment-43836</link>
		<dc:creator>phu</dc:creator>
		<pubDate>Sat, 13 Jun 2009 17:10:00 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=501#comment-43836</guid>
		<description>When I first read the title I thought &quot;General Motors?  Success?!  Someone&#039;s been drinking the Kool-Aid.&quot; ;)

I only briefly got into this sort of (real) RP during college... our DM wasn&#039;t bad, but reading your blog makes me realize we definitely could&#039;ve had a more in-depth experience if we&#039;d been presented with scenarios like this that didn&#039;t just require teamwork, but also real consideration without a clear &quot;correct&quot; way to handle things, or even the interesting ethical choice of whether or not to handle them at all.</description>
		<content:encoded><![CDATA[<p>When I first read the title I thought &#8220;General Motors?  Success?!  Someone&#8217;s been drinking the Kool-Aid.&#8221; ;)</p>
<p>I only briefly got into this sort of (real) RP during college&#8230; our DM wasn&#8217;t bad, but reading your blog makes me realize we definitely could&#8217;ve had a more in-depth experience if we&#8217;d been presented with scenarios like this that didn&#8217;t just require teamwork, but also real consideration without a clear &#8220;correct&#8221; way to handle things, or even the interesting ethical choice of whether or not to handle them at all.</p>
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