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	<title>Comments for Ludus Novus</title>
	<atom:link href="http://ludusnovus.net/comments/feed/" rel="self" type="application/rss+xml" />
	<link>http://ludusnovus.net</link>
	<description>The Art of Interaction</description>
	<lastBuildDate>Wed, 10 Apr 2013 14:11:50 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
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		<title>Comment on The Day by NerdSpan &#187; Lower Your Expectations</title>
		<link>http://ludusnovus.net/my-games/the-day/comment-page-1/#comment-84317</link>
		<dc:creator>NerdSpan &#187; Lower Your Expectations</dc:creator>
		<pubDate>Wed, 10 Apr 2013 14:11:50 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/#comment-84317</guid>
		<description><![CDATA[[...] games-that-shouldn&#8217;t-be exist, because they&#8217;re the perfect fertilizer for games like The Day, a tiny, frankly ugly game about a trading card contest that strays far from the beaten path. [...]]]></description>
		<content:encoded><![CDATA[<p>[...] games-that-shouldn&#8217;t-be exist, because they&#8217;re the perfect fertilizer for games like The Day, a tiny, frankly ugly game about a trading card contest that strays far from the beaten path. [...]</p>
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		<title>Comment on Babies Dream of Dead Worlds by Flash Game Recs, Installment 2 &#124; Gamervescent</title>
		<link>http://ludusnovus.net/my-games/babies-dream-of-dead-worlds/comment-page-1/#comment-82414</link>
		<dc:creator>Flash Game Recs, Installment 2 &#124; Gamervescent</dc:creator>
		<pubDate>Mon, 14 Jan 2013 20:35:28 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?page_id=822#comment-82414</guid>
		<description><![CDATA[[...] Babies Dream of Dead Worlds, http://ludusnovus.net/my-games/babies-dream-of-dead-worlds/ [...]]]></description>
		<content:encoded><![CDATA[<p>[...] Babies Dream of Dead Worlds, <a href="http://ludusnovus.net/my-games/babies-dream-of-dead-worlds/">http://ludusnovus.net/my-games/babies-dream-of-dead-worlds/</a> [...]</p>
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	<item>
		<title>Comment on Exploit by distractionware &#187; Mixtape 2: Obscure</title>
		<link>http://ludusnovus.net/my-games/exploit/comment-page-1/#comment-81425</link>
		<dc:creator>distractionware &#187; Mixtape 2: Obscure</dc:creator>
		<pubDate>Wed, 21 Nov 2012 17:45:47 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?page_id=385#comment-81425</guid>
		<description><![CDATA[[...] [Play online] [...]]]></description>
		<content:encoded><![CDATA[<p>[...] [Play online] [...]</p>
]]></content:encoded>
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	<item>
		<title>Comment on ConTeXt: an alternative to LaTeX by Gregory Avery-Weir</title>
		<link>http://ludusnovus.net/2012/11/09/context-an-alternative-to-latex/comment-page-1/#comment-81363</link>
		<dc:creator>Gregory Avery-Weir</dc:creator>
		<pubDate>Fri, 16 Nov 2012 16:28:10 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=1447#comment-81363</guid>
		<description><![CDATA[A lot of it depends on what other projects I have going on. RPGs don&#039;t tend to be particularly profitable, so work may be slow since I can&#039;t afford to prioritize this.]]></description>
		<content:encoded><![CDATA[<p>A lot of it depends on what other projects I have going on. RPGs don&#8217;t tend to be particularly profitable, so work may be slow since I can&#8217;t afford to prioritize this.</p>
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		<title>Comment on ConTeXt: an alternative to LaTeX by tenk51</title>
		<link>http://ludusnovus.net/2012/11/09/context-an-alternative-to-latex/comment-page-1/#comment-81357</link>
		<dc:creator>tenk51</dc:creator>
		<pubDate>Thu, 15 Nov 2012 06:11:20 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=1447#comment-81357</guid>
		<description><![CDATA[Cool stuff.

Any idea when this might launch? I was planning on running a lore game early next year, but might wait if the release is soon enough.]]></description>
		<content:encoded><![CDATA[<p>Cool stuff.</p>
<p>Any idea when this might launch? I was planning on running a lore game early next year, but might wait if the release is soon enough.</p>
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		<title>Comment on ConTeXt: an alternative to LaTeX by mwm</title>
		<link>http://ludusnovus.net/2012/11/09/context-an-alternative-to-latex/comment-page-1/#comment-81313</link>
		<dc:creator>mwm</dc:creator>
		<pubDate>Sun, 11 Nov 2012 21:26:10 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=1447#comment-81313</guid>
		<description><![CDATA[Oh, and my idea of balancing NT&#039;s was originally to have the penalty be about twice the benefit. For instance, the Moral Code (I can&#039;t be bothered to find out what it was &#039;actually&#039; called), offered a +2 to relevant rolls (like risking one&#039;s life) and a -4 to relevant rolls (like lethal combat). 

If your concern is primarily that of balance, then it&#039;s all about that ratio.]]></description>
		<content:encoded><![CDATA[<p>Oh, and my idea of balancing NT&#8217;s was originally to have the penalty be about twice the benefit. For instance, the Moral Code (I can&#8217;t be bothered to find out what it was &#8216;actually&#8217; called), offered a +2 to relevant rolls (like risking one&#8217;s life) and a -4 to relevant rolls (like lethal combat). </p>
<p>If your concern is primarily that of balance, then it&#8217;s all about that ratio.</p>
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		<title>Comment on ConTeXt: an alternative to LaTeX by mwm</title>
		<link>http://ludusnovus.net/2012/11/09/context-an-alternative-to-latex/comment-page-1/#comment-81295</link>
		<dc:creator>mwm</dc:creator>
		<pubDate>Sun, 11 Nov 2012 15:54:29 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=1447#comment-81295</guid>
		<description><![CDATA[My main contestion to that is not that NT&#039;s are underpowered (they aren&#039;t), or that NT&#039;s will always be fair (they won&#039;t), but that they&#039;re hard to get and that they&#039;re a cordial invitation for the GM to remind them the strengths of a general-build character, painfully.

Firstly, NT&#039;s are fairly rare. I could probably think of ten of them if I sat down for a day or two. That&#039;s because the positive and negative aspects come form the exact same place. Having DID, for instance, could mean that you have a badass alter ego, but one that takes over in some of the worst situations. If you got rid of the alter ego, you&#039;d lose both the good and the bad. 

Thusly, NT&#039;s are very, very particular. You can&#039;t bundle Extra Perceptive with Not so Fit, for instance, because those are two different traits that come from different areas of a character. You might be able to bundle Not so fast with Extra Healthy, on the other hand, but only if a mad doctor takes you to his lab.

Players have to &#039;earn&#039; the right to gain an NT, by having an experience which leads to it. Thusly, an NT will rarely be useful the moment you gain access to it. The rest of the party has to shift in order to accommodate the change, which will likely take a session or two. 

And, since NT&#039;s are essentially embodiments of specialization, players will be that much more vulnerable on their own. Though a bit of a cheap trick, it&#039;d be downright RUDE to just let the PC&#039;s win unmolested.

Assuming that the character survives the GM&#039;s assault on his life, he now has the one-time opportunity to pay to get rid of his trait. Then he&#039;s left 2 xp behind the rest of the party (and probably short some health and/or items).

NT&#039;s are guaranteed to be OP large portions of the time. But, they come with enough limitations and flaws that they are better described as a high risk investment.]]></description>
		<content:encoded><![CDATA[<p>My main contestion to that is not that NT&#8217;s are underpowered (they aren&#8217;t), or that NT&#8217;s will always be fair (they won&#8217;t), but that they&#8217;re hard to get and that they&#8217;re a cordial invitation for the GM to remind them the strengths of a general-build character, painfully.</p>
<p>Firstly, NT&#8217;s are fairly rare. I could probably think of ten of them if I sat down for a day or two. That&#8217;s because the positive and negative aspects come form the exact same place. Having DID, for instance, could mean that you have a badass alter ego, but one that takes over in some of the worst situations. If you got rid of the alter ego, you&#8217;d lose both the good and the bad. </p>
<p>Thusly, NT&#8217;s are very, very particular. You can&#8217;t bundle Extra Perceptive with Not so Fit, for instance, because those are two different traits that come from different areas of a character. You might be able to bundle Not so fast with Extra Healthy, on the other hand, but only if a mad doctor takes you to his lab.</p>
<p>Players have to &#8216;earn&#8217; the right to gain an NT, by having an experience which leads to it. Thusly, an NT will rarely be useful the moment you gain access to it. The rest of the party has to shift in order to accommodate the change, which will likely take a session or two. </p>
<p>And, since NT&#8217;s are essentially embodiments of specialization, players will be that much more vulnerable on their own. Though a bit of a cheap trick, it&#8217;d be downright RUDE to just let the PC&#8217;s win unmolested.</p>
<p>Assuming that the character survives the GM&#8217;s assault on his life, he now has the one-time opportunity to pay to get rid of his trait. Then he&#8217;s left 2 xp behind the rest of the party (and probably short some health and/or items).</p>
<p>NT&#8217;s are guaranteed to be OP large portions of the time. But, they come with enough limitations and flaws that they are better described as a high risk investment.</p>
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		<title>Comment on ConTeXt: an alternative to LaTeX by Gregory Weir</title>
		<link>http://ludusnovus.net/2012/11/09/context-an-alternative-to-latex/comment-page-1/#comment-81275</link>
		<dc:creator>Gregory Weir</dc:creator>
		<pubDate>Sun, 11 Nov 2012 06:37:42 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=1447#comment-81275</guid>
		<description><![CDATA[I had a bit of an epiphany in my revisions that some may not agree with. Narratively and mechanically speaking, it is exactly the same for a character to be knocked out in a fight or to flee from fear. In either case, they lose their ability to influence the battle (or the interrogation, or the beauty pageant).

In one case, a soldier gets the &quot;War Wound&quot; affliction; in another, the soldier gets &quot;Shell Shocked.&quot; Both have the same mechanical and narrative effect: the character is less effective in the future for a time, and the character can no longer exert his goals on the scene.

This works well with the LORE approach of letting players declare what sort of interesting effects events have on their characters.]]></description>
		<content:encoded><![CDATA[<p>I had a bit of an epiphany in my revisions that some may not agree with. Narratively and mechanically speaking, it is exactly the same for a character to be knocked out in a fight or to flee from fear. In either case, they lose their ability to influence the battle (or the interrogation, or the beauty pageant).</p>
<p>In one case, a soldier gets the &#8220;War Wound&#8221; affliction; in another, the soldier gets &#8220;Shell Shocked.&#8221; Both have the same mechanical and narrative effect: the character is less effective in the future for a time, and the character can no longer exert his goals on the scene.</p>
<p>This works well with the LORE approach of letting players declare what sort of interesting effects events have on their characters.</p>
]]></content:encoded>
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		<title>Comment on ConTeXt: an alternative to LaTeX by Gregory Weir</title>
		<link>http://ludusnovus.net/2012/11/09/context-an-alternative-to-latex/comment-page-1/#comment-81274</link>
		<dc:creator>Gregory Weir</dc:creator>
		<pubDate>Sun, 11 Nov 2012 06:30:16 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=1447#comment-81274</guid>
		<description><![CDATA[Quirks have changed slightly: each one can now be used once per session instead of any of them being available but once per scene. This encourages (I hope) expression of all of your character&#039;s interesting properties.

I like the idea of traits not being completely good or bad. Racial traits in LORE Fantasy are Positive, but come with penalties; instead of being +2 to one thing, they&#039;re usually +2 to two things but -1 to another. That&#039;s probably how I&#039;d handle selling your soul or having a symbiote. You get a benefit (maybe one that would normally be superlative!) but at an awful cost.

I don&#039;t like traits being a perfect balance, though. Such a thing smacks of an optimal but boring strategy; something which is an advantage or a disadvantage is always more interesting than something which is a perfect tradeoff.

At the very least, you&#039;re paying 5XP for the benefit of having this awesome aspect to your character.

Of course, I could be convinced otherwise.]]></description>
		<content:encoded><![CDATA[<p>Quirks have changed slightly: each one can now be used once per session instead of any of them being available but once per scene. This encourages (I hope) expression of all of your character&#8217;s interesting properties.</p>
<p>I like the idea of traits not being completely good or bad. Racial traits in LORE Fantasy are Positive, but come with penalties; instead of being +2 to one thing, they&#8217;re usually +2 to two things but -1 to another. That&#8217;s probably how I&#8217;d handle selling your soul or having a symbiote. You get a benefit (maybe one that would normally be superlative!) but at an awful cost.</p>
<p>I don&#8217;t like traits being a perfect balance, though. Such a thing smacks of an optimal but boring strategy; something which is an advantage or a disadvantage is always more interesting than something which is a perfect tradeoff.</p>
<p>At the very least, you&#8217;re paying 5XP for the benefit of having this awesome aspect to your character.</p>
<p>Of course, I could be convinced otherwise.</p>
]]></content:encoded>
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		<title>Comment on ConTeXt: an alternative to LaTeX by mwm</title>
		<link>http://ludusnovus.net/2012/11/09/context-an-alternative-to-latex/comment-page-1/#comment-81272</link>
		<dc:creator>mwm</dc:creator>
		<pubDate>Sun, 11 Nov 2012 06:23:37 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=1447#comment-81272</guid>
		<description><![CDATA[Oh, and, I doubt that my need to reduce the human condition to digits will be slated so easily. I originally thought of it when wondering how to render battalions and regiments fighting. Since large portions of soldiers retreated (and rarely with their officer&#039;s permission), it&#039;d be silly not to have something that showed their mental health. 

I want a character&#039;s spirit to be something that is slowly built up, then suddenly, recklessly, sloppily, spent during fights that often leave civilian PC&#039;s in a puddles of piss.]]></description>
		<content:encoded><![CDATA[<p>Oh, and, I doubt that my need to reduce the human condition to digits will be slated so easily. I originally thought of it when wondering how to render battalions and regiments fighting. Since large portions of soldiers retreated (and rarely with their officer&#8217;s permission), it&#8217;d be silly not to have something that showed their mental health. </p>
<p>I want a character&#8217;s spirit to be something that is slowly built up, then suddenly, recklessly, sloppily, spent during fights that often leave civilian PC&#8217;s in a puddles of piss.</p>
]]></content:encoded>
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		<title>Comment on ConTeXt: an alternative to LaTeX by mwm</title>
		<link>http://ludusnovus.net/2012/11/09/context-an-alternative-to-latex/comment-page-1/#comment-81270</link>
		<dc:creator>mwm</dc:creator>
		<pubDate>Sun, 11 Nov 2012 06:13:55 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=1447#comment-81270</guid>
		<description><![CDATA[I&#039;m going into this with Gundam in mind. Big robots, heroes journey, tempered realism, and space-ballets-of-death, among other things. I don&#039;t intend for this to lead too much into the regular game as much as engender original campaigns. The ship designs, the balance of plasma-bullets-scissors (every space game does it a little different), and possibly other pieces, could be used for a more general-use module.

Anti-hammerspace is just the coolest thing ever. Cool enough, in fact, that I have no qualms mooching. Since I need merely translate 20d to 2d6 (basically), my work boils down to testing it out and telling everyone which version works.

One last thing. I toyed around with the idea of neutral traits in LORE. These are traits that have both positive and negative affects that roughly balance each other out. Each time a character gains an NT, he pays 1 xp. Each time he surrenders a neutral trait, he pays 1 xp. Both positive and negative aspects are innately related; if you remove the bad, so too goes the good.

I understand that NT&#039;s are basically handled by quirks, and this system does risk adding unnecesary extras, but some traits just don&#039;t seem right handled by anything else. A moral code, for instance. Or being short, or being tall. Or selling your soul for power. Or having a symbiotic bug in your spinal cord.

This could add some meat to the meta game, allow for dramatic (and unhealthy) character development in short periods, generally allow PC&#039;s more control.

NT&#039;s definitely do taunt what LORE is about. And yet, I feel compelled to elect them for entry into the &#039;real&#039; book. Then again, it&#039;s probably treaded ground. At least here, I&#039;ll be able to hear your explanations for/against.]]></description>
		<content:encoded><![CDATA[<p>I&#8217;m going into this with Gundam in mind. Big robots, heroes journey, tempered realism, and space-ballets-of-death, among other things. I don&#8217;t intend for this to lead too much into the regular game as much as engender original campaigns. The ship designs, the balance of plasma-bullets-scissors (every space game does it a little different), and possibly other pieces, could be used for a more general-use module.</p>
<p>Anti-hammerspace is just the coolest thing ever. Cool enough, in fact, that I have no qualms mooching. Since I need merely translate 20d to 2d6 (basically), my work boils down to testing it out and telling everyone which version works.</p>
<p>One last thing. I toyed around with the idea of neutral traits in LORE. These are traits that have both positive and negative affects that roughly balance each other out. Each time a character gains an NT, he pays 1 xp. Each time he surrenders a neutral trait, he pays 1 xp. Both positive and negative aspects are innately related; if you remove the bad, so too goes the good.</p>
<p>I understand that NT&#8217;s are basically handled by quirks, and this system does risk adding unnecesary extras, but some traits just don&#8217;t seem right handled by anything else. A moral code, for instance. Or being short, or being tall. Or selling your soul for power. Or having a symbiotic bug in your spinal cord.</p>
<p>This could add some meat to the meta game, allow for dramatic (and unhealthy) character development in short periods, generally allow PC&#8217;s more control.</p>
<p>NT&#8217;s definitely do taunt what LORE is about. And yet, I feel compelled to elect them for entry into the &#8216;real&#8217; book. Then again, it&#8217;s probably treaded ground. At least here, I&#8217;ll be able to hear your explanations for/against.</p>
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		<title>Comment on ConTeXt: an alternative to LaTeX by Gregory Weir</title>
		<link>http://ludusnovus.net/2012/11/09/context-an-alternative-to-latex/comment-page-1/#comment-81266</link>
		<dc:creator>Gregory Weir</dc:creator>
		<pubDate>Sun, 11 Nov 2012 04:00:51 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=1447#comment-81266</guid>
		<description><![CDATA[The basics of the system are still mostly the same, although the numbers have changed a bit. The health/combat system has changed to a condition/conflict/affliction system, which may satisfy your desire for a mental health stat.

Item tracking would be a cool addition! The fantasy module has a thing where you can carry a certain number of &quot;large&quot; items according to your Body and as many small items as you want, but a more in-depth system would be an awesome option.

More tactical combat for vehicles would be neat, too! I&#039;ve deliberately taken steps away from that in this edition to encourage more unified narrative play, but I also like tactical stuff and would be really interested to see a system written for LORE.]]></description>
		<content:encoded><![CDATA[<p>The basics of the system are still mostly the same, although the numbers have changed a bit. The health/combat system has changed to a condition/conflict/affliction system, which may satisfy your desire for a mental health stat.</p>
<p>Item tracking would be a cool addition! The fantasy module has a thing where you can carry a certain number of &#8220;large&#8221; items according to your Body and as many small items as you want, but a more in-depth system would be an awesome option.</p>
<p>More tactical combat for vehicles would be neat, too! I&#8217;ve deliberately taken steps away from that in this edition to encourage more unified narrative play, but I also like tactical stuff and would be really interested to see a system written for LORE.</p>
]]></content:encoded>
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		<title>Comment on ConTeXt: an alternative to LaTeX by mwm</title>
		<link>http://ludusnovus.net/2012/11/09/context-an-alternative-to-latex/comment-page-1/#comment-81265</link>
		<dc:creator>mwm</dc:creator>
		<pubDate>Sun, 11 Nov 2012 02:48:17 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=1447#comment-81265</guid>
		<description><![CDATA[I&#039;ve flirted around with modding LORE in its beta version. I&#039;m kind of grateful that I didn&#039;t get far with it, now. 

I&#039;m intent on making modules for this, day one. Ha, it&#039;s probably going to be like a Halo launch for &#039;normal&#039; people. Some things I feel like adding:

A spirit ability, working along side Body, Mind, and Charisma. This would be the basis for adding a &#039;second health&#039; to each character which represents their composure/weariness/sanity. 

Balanced support for Matt Rundle&#039;s Anti-Hammerspace Item Tracker. That, and an acronym for it so that I don&#039;t have two spend 12 syllables saying it.

Super-hardcore space combat rules. 30 second rounds to allow for useful boarding combat;ships commanded by multiple individuals, each of which commands a particular function; systems for computing ship functions (like repairs and fire control); optional 3d rulesets (on a 2d board, with tokens to mark elevation); acceleration-based navigation.

Gameworlds/campaigns/Characters.

Extras, extras, extras. Okay, after this, THEN you can say you have enough swords.

Tweaks, suggestions, and requests.

And, of course, forcing my GM upon my friends.]]></description>
		<content:encoded><![CDATA[<p>I&#8217;ve flirted around with modding LORE in its beta version. I&#8217;m kind of grateful that I didn&#8217;t get far with it, now. </p>
<p>I&#8217;m intent on making modules for this, day one. Ha, it&#8217;s probably going to be like a Halo launch for &#8216;normal&#8217; people. Some things I feel like adding:</p>
<p>A spirit ability, working along side Body, Mind, and Charisma. This would be the basis for adding a &#8216;second health&#8217; to each character which represents their composure/weariness/sanity. </p>
<p>Balanced support for Matt Rundle&#8217;s Anti-Hammerspace Item Tracker. That, and an acronym for it so that I don&#8217;t have two spend 12 syllables saying it.</p>
<p>Super-hardcore space combat rules. 30 second rounds to allow for useful boarding combat;ships commanded by multiple individuals, each of which commands a particular function; systems for computing ship functions (like repairs and fire control); optional 3d rulesets (on a 2d board, with tokens to mark elevation); acceleration-based navigation.</p>
<p>Gameworlds/campaigns/Characters.</p>
<p>Extras, extras, extras. Okay, after this, THEN you can say you have enough swords.</p>
<p>Tweaks, suggestions, and requests.</p>
<p>And, of course, forcing my GM upon my friends.</p>
]]></content:encoded>
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		<title>Comment on Ossuary: Long Screenshot Saturday by Ezra</title>
		<link>http://ludusnovus.net/2012/11/10/ossuary-long-screenshot-saturday/comment-page-1/#comment-81255</link>
		<dc:creator>Ezra</dc:creator>
		<pubDate>Sun, 11 Nov 2012 00:03:26 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=1462#comment-81255</guid>
		<description><![CDATA[Oh a game update, even better!]]></description>
		<content:encoded><![CDATA[<p>Oh a game update, even better!</p>
]]></content:encoded>
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		<title>Comment on ConTeXt: an alternative to LaTeX by Ezra</title>
		<link>http://ludusnovus.net/2012/11/09/context-an-alternative-to-latex/comment-page-1/#comment-81253</link>
		<dc:creator>Ezra</dc:creator>
		<pubDate>Sat, 10 Nov 2012 23:27:34 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=1447#comment-81253</guid>
		<description><![CDATA[Yay new post!

Now I&#039;m going to consider switching my project from (Xe)LaTeX to ConTeXt. I don&#039;t have heavy layout needs, but ConTeXt&#039;s &quot;modes&quot; feature could help me export to different sizes for print and screen reading.

I think you meant to switch &quot;red&quot; and &quot;blue&quot; above: the two-column box is blue, and the one above it is red.]]></description>
		<content:encoded><![CDATA[<p>Yay new post!</p>
<p>Now I&#8217;m going to consider switching my project from (Xe)LaTeX to ConTeXt. I don&#8217;t have heavy layout needs, but ConTeXt&#8217;s &#8220;modes&#8221; feature could help me export to different sizes for print and screen reading.</p>
<p>I think you meant to switch &#8220;red&#8221; and &#8220;blue&#8221; above: the two-column box is blue, and the one above it is red.</p>
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		<title>Comment on Bars of Black and White by 8 Monochrome Games That Make It Cool To Be A Panda - Rant GamingRant Gaming</title>
		<link>http://ludusnovus.net/my-games/bars-of-black-and-white/comment-page-1/#comment-80800</link>
		<dc:creator>8 Monochrome Games That Make It Cool To Be A Panda - Rant GamingRant Gaming</dc:creator>
		<pubDate>Wed, 26 Sep 2012 00:37:29 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?page_id=302#comment-80800</guid>
		<description><![CDATA[[...] Why don&#8217;t we start with a game that there&#8217;s a good chance you haven&#8217;t played&#8230;because, if that&#8217;s the way you feel about pandas, you&#8217;re probably playing the wrong games. Bars of Black and White is a browser-based Flash game by indie game designer Gregory Weir, creator of genre-defying indie experiments such as (I Fell In Love With) The Majesty of Colors. Well, he couldn&#8217;t have been that in love with them, because this game is entirely depicted in black-and-white line drawings&#8230;mostly. It&#8217;s one of those point-and-click dealies, if you catch my meaning&#8230;except, in this case, it&#8217;s more about point and scan, since early in the game you&#8217;ll receive an Omnitech XK-811 Handheld Barcode Scanner. Drag it across any conceivably stripy surface in the game, and it will tell you&#8230;well, let&#8217;s call them &#8220;secret messages.&#8221; An ambiguous parable about paranoia, conformity, and commercialized identity, this short game can be played at Greg Weir&#8216;s website, Ludus Novus. [...]]]></description>
		<content:encoded><![CDATA[<p>[...] Why don&#8217;t we start with a game that there&#8217;s a good chance you haven&#8217;t played&#8230;because, if that&#8217;s the way you feel about pandas, you&#8217;re probably playing the wrong games. Bars of Black and White is a browser-based Flash game by indie game designer Gregory Weir, creator of genre-defying indie experiments such as (I Fell In Love With) The Majesty of Colors. Well, he couldn&#8217;t have been that in love with them, because this game is entirely depicted in black-and-white line drawings&#8230;mostly. It&#8217;s one of those point-and-click dealies, if you catch my meaning&#8230;except, in this case, it&#8217;s more about point and scan, since early in the game you&#8217;ll receive an Omnitech XK-811 Handheld Barcode Scanner. Drag it across any conceivably stripy surface in the game, and it will tell you&#8230;well, let&#8217;s call them &#8220;secret messages.&#8221; An ambiguous parable about paranoia, conformity, and commercialized identity, this short game can be played at Greg Weir&#8216;s website, Ludus Novus. [...]</p>
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		<title>Comment on Silent Conversation by Citizen Game - Darkest of Days</title>
		<link>http://ludusnovus.net/my-games/silent-conversation/comment-page-1/#comment-80643</link>
		<dc:creator>Citizen Game - Darkest of Days</dc:creator>
		<pubDate>Mon, 03 Sep 2012 03:41:28 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?page_id=806#comment-80643</guid>
		<description><![CDATA[[...] and I&#8217;m mwm. And, since reading is really just Silent Conversation, I have a nice enough excuse to say &#8220;nice to meet [...]]]></description>
		<content:encoded><![CDATA[<p>[...] and I&#8217;m mwm. And, since reading is really just Silent Conversation, I have a nice enough excuse to say &#8220;nice to meet [...]</p>
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		<title>Comment on LORE and Belief by Martian LORE &#171; The Modern Storyteller</title>
		<link>http://ludusnovus.net/my-games/lore-and-belief/comment-page-1/#comment-80167</link>
		<dc:creator>Martian LORE &#171; The Modern Storyteller</dc:creator>
		<pubDate>Thu, 26 Jul 2012 16:56:15 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?page_id=480#comment-80167</guid>
		<description><![CDATA[[...] &#8216;created&#8217; is a bit of a stretch. Modded is more the term. LORE is an engine created by Gregory Weir. His is a game that is very, very basic. That&#8217;s the [...]]]></description>
		<content:encoded><![CDATA[<p>[...] &#8216;created&#8217; is a bit of a stretch. Modded is more the term. LORE is an engine created by Gregory Weir. His is a game that is very, very basic. That&#8217;s the [...]</p>
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		<title>Comment on Silent Conversation by auntie pixelante &#8250; run</title>
		<link>http://ludusnovus.net/my-games/silent-conversation/comment-page-1/#comment-78626</link>
		<dc:creator>auntie pixelante &#8250; run</dc:creator>
		<pubDate>Thu, 21 Jun 2012 02:08:38 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?page_id=806#comment-78626</guid>
		<description><![CDATA[[...] interesting that this game uses a conceit that i didn&#8217;t like in gregory weir&#8217;s silent conversation. i think it&#8217;s more effective here for a few reasons: because the text on the screen is less [...]]]></description>
		<content:encoded><![CDATA[<p>[...] interesting that this game uses a conceit that i didn&#8217;t like in gregory weir&#8217;s silent conversation. i think it&#8217;s more effective here for a few reasons: because the text on the screen is less [...]</p>
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		<title>Comment on The Sea Will Claim Everything by The Sea Will Claim Everything (Jonas &#38; Verena Kyratzes) &#124; Buy Some Indie Games!</title>
		<link>http://ludusnovus.net/2012/06/14/the-sea-will-claim-everything/comment-page-1/#comment-77941</link>
		<dc:creator>The Sea Will Claim Everything (Jonas &#38; Verena Kyratzes) &#124; Buy Some Indie Games!</dc:creator>
		<pubDate>Thu, 14 Jun 2012 18:08:38 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=1434#comment-77941</guid>
		<description><![CDATA[[...] The Backlog Journey / Adventure Classic Gaming / Ludus Novus    By Thomas Faust  &#149;   Posted in games   &#149;   Tagged adventure, Linux   [...]]]></description>
		<content:encoded><![CDATA[<p>[...] The Backlog Journey / Adventure Classic Gaming / Ludus Novus    By Thomas Faust  &#8226;   Posted in games   &#8226;   Tagged adventure, Linux   [...]</p>
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		<title>Comment on Namatjira Dawn by increpare</title>
		<link>http://ludusnovus.net/2012/05/08/namatjira-dawn/comment-page-1/#comment-77194</link>
		<dc:creator>increpare</dc:creator>
		<pubDate>Tue, 05 Jun 2012 12:25:30 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=1416#comment-77194</guid>
		<description><![CDATA[Yay! You&#039;re not dead!]]></description>
		<content:encoded><![CDATA[<p>Yay! You&#8217;re not dead!</p>
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		<title>Comment on Courtly Intrigue LARP Rules Part 1 by matt w</title>
		<link>http://ludusnovus.net/2012/05/21/courtly-intrigue-larp-rules-part-1/comment-page-1/#comment-76676</link>
		<dc:creator>matt w</dc:creator>
		<pubDate>Wed, 30 May 2012 01:25:53 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=1426#comment-76676</guid>
		<description><![CDATA[This probably isn&#039;t the kind of feedback you&#039;re looking for (and I can&#039;t provide any feedback on LARP design), but when you mentioned professors jockeying for tenure my first thought was &quot;That&#039;s not really what you&#039;re looking for.&quot; Even aside from the question of how much politicking goes on in tenure decisions, getting tenure itself is a very long haul -- the better part of a decade -- and at least in theory doesn&#039;t put people in direct competition. (If you have a tenure-track job, after a certain number of years you go up for review and have an up or down vote for tenure.)

If I were doing something academic I&#039;d focus on the process of hiring for tenure-track jobs. There people are in direct competition; for a given job, only a certain number of people will be called for the next stage of interviews, and only one person will get it. And face-to-face interviews and schmoozing play a much larger role there than in tenure reviews (which basically involve portfolio reviews of one sort or another). But you could still have hidden cards for things like strength of argument; the less charismatic LARPer might still be able to succeed by pulling out an ace for an unbeatable argument.

There&#039;s also a wider range of possibilities available there; instead of just an up or down decision you could be up for more desirable job. Do you wind up at Cushy Ivy League U. or at The University of Overwork at Armpit? 

For an added fillip you could do something like the British university interviews, where they actually invite all the final candidates to the campus for the last round of interviews and tell the one who got the job before they leave.

This may be more realism than you&#039;re looking for, but I thought it might be worth the feedback. (I&#039;d have about as much interest playing the LARP I&#039;ve described as a veteran with PTSD would have LARPing the war they&#039;d just fought, I guess.)]]></description>
		<content:encoded><![CDATA[<p>This probably isn&#8217;t the kind of feedback you&#8217;re looking for (and I can&#8217;t provide any feedback on LARP design), but when you mentioned professors jockeying for tenure my first thought was &#8220;That&#8217;s not really what you&#8217;re looking for.&#8221; Even aside from the question of how much politicking goes on in tenure decisions, getting tenure itself is a very long haul &#8212; the better part of a decade &#8212; and at least in theory doesn&#8217;t put people in direct competition. (If you have a tenure-track job, after a certain number of years you go up for review and have an up or down vote for tenure.)</p>
<p>If I were doing something academic I&#8217;d focus on the process of hiring for tenure-track jobs. There people are in direct competition; for a given job, only a certain number of people will be called for the next stage of interviews, and only one person will get it. And face-to-face interviews and schmoozing play a much larger role there than in tenure reviews (which basically involve portfolio reviews of one sort or another). But you could still have hidden cards for things like strength of argument; the less charismatic LARPer might still be able to succeed by pulling out an ace for an unbeatable argument.</p>
<p>There&#8217;s also a wider range of possibilities available there; instead of just an up or down decision you could be up for more desirable job. Do you wind up at Cushy Ivy League U. or at The University of Overwork at Armpit? </p>
<p>For an added fillip you could do something like the British university interviews, where they actually invite all the final candidates to the campus for the last round of interviews and tell the one who got the job before they leave.</p>
<p>This may be more realism than you&#8217;re looking for, but I thought it might be worth the feedback. (I&#8217;d have about as much interest playing the LARP I&#8217;ve described as a veteran with PTSD would have LARPing the war they&#8217;d just fought, I guess.)</p>
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		<title>Comment on Courtly Intrigue LARP Rules Part 1 by Gregory Weir</title>
		<link>http://ludusnovus.net/2012/05/21/courtly-intrigue-larp-rules-part-1/comment-page-1/#comment-76249</link>
		<dc:creator>Gregory Weir</dc:creator>
		<pubDate>Thu, 24 May 2012 12:34:02 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=1426#comment-76249</guid>
		<description><![CDATA[I definitely like the idea of characters being killable (or exileable, etc.) but only with difficulty. I&#039;m playing around in my head with the idea that a player can spend favor at the beginning of a game session to mark another character for elimination. That character&#039;s player then has until the end of the game session to gather enough favor to prevent the elimination or they are killed (or exiled or stripped of their title, etc.).]]></description>
		<content:encoded><![CDATA[<p>I definitely like the idea of characters being killable (or exileable, etc.) but only with difficulty. I&#8217;m playing around in my head with the idea that a player can spend favor at the beginning of a game session to mark another character for elimination. That character&#8217;s player then has until the end of the game session to gather enough favor to prevent the elimination or they are killed (or exiled or stripped of their title, etc.).</p>
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		<title>Comment on Courtly Intrigue LARP Rules Part 1 by mwm</title>
		<link>http://ludusnovus.net/2012/05/21/courtly-intrigue-larp-rules-part-1/comment-page-1/#comment-76234</link>
		<dc:creator>mwm</dc:creator>
		<pubDate>Thu, 24 May 2012 04:36:59 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=1426#comment-76234</guid>
		<description><![CDATA[Credentials: Iven&#039;t much experience with roleplaying... stuff, but I am struggling to get my first Tabletop going with LORE (Don&#039;t take offense when I say I had to overhaul it).

A few things.

*What if someone refuses a challenge? Is that possible? On one hand you can produce an unrealistic situation where someone can take an insult in front of a crowd and walk away with his reputation intact (good idea for a perk), and on the other hand you can produce an environment where the weaklings are constantly assaulted since they can&#039;t defend themselves.

*I don&#039;t like that no one can be killed. It should simply be that they can&#039;t be killed easily, I think. The easiest solution would be to integrate Paranoia/Assassination (thank you for the link Greg) rules, plus the need to kill them &#039;quietly,&#039; or else in a duel. A neat side effect of this is that some people could choose assassination as their objective. Rather than trying to garner political support for some project, he&#039;s just trying to put someone down. The political maneuvering would probably be little more than a ruse, though it could help to have others on board.

*I don&#039;t like the way that cards simply and concretely win people...stuff. To make a comparison, it feels like it would end up like &#039;The Day,&#039; and victory would be little more than pre-determined. Plus, it feels a little too far off to the side to make performance based off of extremely simple rules. So, a possible solution would be to make the actual words and actions weighty. Good quips would be worth as much as +2 (which helps to give the attacker an edge; something I especially kinda like) and vice versa.

*Maybe you could make certain cards better at certain kinds of actions. For instance, all the clubs could be more effective at situations involving fraud, hearts involving multiple people, etc. It complicates the game a good bit, but it does mean that the underdogs always have a shot.]]></description>
		<content:encoded><![CDATA[<p>Credentials: Iven&#8217;t much experience with roleplaying&#8230; stuff, but I am struggling to get my first Tabletop going with LORE (Don&#8217;t take offense when I say I had to overhaul it).</p>
<p>A few things.</p>
<p>*What if someone refuses a challenge? Is that possible? On one hand you can produce an unrealistic situation where someone can take an insult in front of a crowd and walk away with his reputation intact (good idea for a perk), and on the other hand you can produce an environment where the weaklings are constantly assaulted since they can&#8217;t defend themselves.</p>
<p>*I don&#8217;t like that no one can be killed. It should simply be that they can&#8217;t be killed easily, I think. The easiest solution would be to integrate Paranoia/Assassination (thank you for the link Greg) rules, plus the need to kill them &#8216;quietly,&#8217; or else in a duel. A neat side effect of this is that some people could choose assassination as their objective. Rather than trying to garner political support for some project, he&#8217;s just trying to put someone down. The political maneuvering would probably be little more than a ruse, though it could help to have others on board.</p>
<p>*I don&#8217;t like the way that cards simply and concretely win people&#8230;stuff. To make a comparison, it feels like it would end up like &#8216;The Day,&#8217; and victory would be little more than pre-determined. Plus, it feels a little too far off to the side to make performance based off of extremely simple rules. So, a possible solution would be to make the actual words and actions weighty. Good quips would be worth as much as +2 (which helps to give the attacker an edge; something I especially kinda like) and vice versa.</p>
<p>*Maybe you could make certain cards better at certain kinds of actions. For instance, all the clubs could be more effective at situations involving fraud, hearts involving multiple people, etc. It complicates the game a good bit, but it does mean that the underdogs always have a shot.</p>
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		<title>Comment on Courtly Intrigue LARP Rules Part 1 by Rafu</title>
		<link>http://ludusnovus.net/2012/05/21/courtly-intrigue-larp-rules-part-1/comment-page-1/#comment-76219</link>
		<dc:creator>Rafu</dc:creator>
		<pubDate>Wed, 23 May 2012 21:20:32 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=1426#comment-76219</guid>
		<description><![CDATA[My primary concern is that in larp proper - unlike in tabletop or in IRC freeform or in play-by-post, etc. - no one player (nor organizer) has access to full information regarding the ongoing game. This is a crucial design feature to consider, regarding larp: you can make it a larp-only-in-name, by designing it in such a way that all of playing happens as a (single) Shared Imagined Space (in IRC you may not be paying attention, but all of playing is flowing through your screen, and all screens are the same) or embrace the complexity of multiple, simultaneous threads which only larp allows. Mechanics such as the ones you propose usually fare better in the former case. In the latter case, large amounts of peer-created content are feasible, but its creation need happen apart from the game proper - the groundworks of it at least - like in pre-game workshops or via e-mail conversations.]]></description>
		<content:encoded><![CDATA[<p>My primary concern is that in larp proper &#8211; unlike in tabletop or in IRC freeform or in play-by-post, etc. &#8211; no one player (nor organizer) has access to full information regarding the ongoing game. This is a crucial design feature to consider, regarding larp: you can make it a larp-only-in-name, by designing it in such a way that all of playing happens as a (single) Shared Imagined Space (in IRC you may not be paying attention, but all of playing is flowing through your screen, and all screens are the same) or embrace the complexity of multiple, simultaneous threads which only larp allows. Mechanics such as the ones you propose usually fare better in the former case. In the latter case, large amounts of peer-created content are feasible, but its creation need happen apart from the game proper &#8211; the groundworks of it at least &#8211; like in pre-game workshops or via e-mail conversations.</p>
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		<title>Comment on Courtly Intrigue LARP Rules Part 1 by Gregory Weir</title>
		<link>http://ludusnovus.net/2012/05/21/courtly-intrigue-larp-rules-part-1/comment-page-1/#comment-76190</link>
		<dc:creator>Gregory Weir</dc:creator>
		<pubDate>Wed, 23 May 2012 19:39:32 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=1426#comment-76190</guid>
		<description><![CDATA[I also have a lot of experience with IRC freeform roleplaying, where a general setting is created and players then bring in their own characters with their own motivations. That&#039;s entirely consent-based, and in many cases there isn&#039;t even an approval process. It&#039;s just a bunch of people meeting in a bar, telling each other their histories, and then often having romantic relationships or sparring matches or going off on little adventures that are GMed by one of the players, but still in a freeform style where nothing can happen to a character without the player&#039;s consent.

Is your concern with regard to management the complexities of having side conversations and so on? Is it having a cohesive setting that doesn&#039;t feel like Superfriends or fractured fairy tales? I&#039;m not quite sure I&#039;m understanding your primary worries.]]></description>
		<content:encoded><![CDATA[<p>I also have a lot of experience with IRC freeform roleplaying, where a general setting is created and players then bring in their own characters with their own motivations. That&#8217;s entirely consent-based, and in many cases there isn&#8217;t even an approval process. It&#8217;s just a bunch of people meeting in a bar, telling each other their histories, and then often having romantic relationships or sparring matches or going off on little adventures that are GMed by one of the players, but still in a freeform style where nothing can happen to a character without the player&#8217;s consent.</p>
<p>Is your concern with regard to management the complexities of having side conversations and so on? Is it having a cohesive setting that doesn&#8217;t feel like Superfriends or fractured fairy tales? I&#8217;m not quite sure I&#8217;m understanding your primary worries.</p>
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		<title>Comment on Courtly Intrigue LARP Rules Part 1 by Rafu</title>
		<link>http://ludusnovus.net/2012/05/21/courtly-intrigue-larp-rules-part-1/comment-page-1/#comment-76181</link>
		<dc:creator>Rafu</dc:creator>
		<pubDate>Wed, 23 May 2012 17:23:15 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=1426#comment-76181</guid>
		<description><![CDATA[You&#039;re really designing this as it was a tabletop role-playing game… and making it sound like an interesting one, actually.
Having a component of collective brainstorming and back-story creation before acting scenes out &quot;in a larpy way&quot; works well, in my experience, for one-shot games with a very limited number of players: &quot;jeepforms&quot; like Doubt, say, which are actually tabletop role-playing games for all design considerations except that the players stand up and act out characters with their full body (but there is no, for example, multiple simultaneous actions going on in separate rooms or corners of a large room). I see no reason why it shouldn&#039;t work for a campaign, as it works in campaign-oriented tabletops (&quot;jeepforms&quot; are always one-shot just because the Jeeps themselves are campaign-averse). I&#039;m more worried, though, about going for a larger number of players, as I fear it may make the managing of it all exceedingly difficult, the resulting game a random mess, or may prompt falling back to a strong organizer-centric method as a default.]]></description>
		<content:encoded><![CDATA[<p>You&#8217;re really designing this as it was a tabletop role-playing game… and making it sound like an interesting one, actually.<br />
Having a component of collective brainstorming and back-story creation before acting scenes out &#8220;in a larpy way&#8221; works well, in my experience, for one-shot games with a very limited number of players: &#8220;jeepforms&#8221; like Doubt, say, which are actually tabletop role-playing games for all design considerations except that the players stand up and act out characters with their full body (but there is no, for example, multiple simultaneous actions going on in separate rooms or corners of a large room). I see no reason why it shouldn&#8217;t work for a campaign, as it works in campaign-oriented tabletops (&#8220;jeepforms&#8221; are always one-shot just because the Jeeps themselves are campaign-averse). I&#8217;m more worried, though, about going for a larger number of players, as I fear it may make the managing of it all exceedingly difficult, the resulting game a random mess, or may prompt falling back to a strong organizer-centric method as a default.</p>
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		<title>Comment on Courtly Intrigue LARP Rules Part 1 by Gregory Weir</title>
		<link>http://ludusnovus.net/2012/05/21/courtly-intrigue-larp-rules-part-1/comment-page-1/#comment-76179</link>
		<dc:creator>Gregory Weir</dc:creator>
		<pubDate>Wed, 23 May 2012 16:56:43 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=1426#comment-76179</guid>
		<description><![CDATA[At the moment I&#039;m liking a collaborative story environment, where players come up with their own motivations. The general context would be set, perhaps nobles meeting for parties, but each player would make up a story about why their character is here and what they want to accomplish. Whatever a player&#039;s story is, it requires the same amount of favor to be spent to resolve it.

So one character might have starving people back home, and she&#039;s seeking to secure trade deals and technology to feed her citizens. Another might want to build an enormous statue of himself. In either case, they might each need to spend twenty total units of favor to accomplish their goals. Of course, favor also needs to be spent in the course of eliminating social rivals or defending oneself from elimination.

I can easily see (and perhaps the mechanics should encourage) two players deciding to make themselves rivals in each others&#039; stories. Perhaps they are opposite sides in a cold war, and are racing to spend enough favor to crush the other side.

If a character&#039;s goal is achieved, they might retire and the player create a new character. Alternately, they could make up a new goal, this one more difficult. It could require 25 favor instead, and the next one 30.

A conflict shared by the entire player population would be hard to manage in a GM-light game, I would think. It would either come across as generic or constricting.]]></description>
		<content:encoded><![CDATA[<p>At the moment I&#8217;m liking a collaborative story environment, where players come up with their own motivations. The general context would be set, perhaps nobles meeting for parties, but each player would make up a story about why their character is here and what they want to accomplish. Whatever a player&#8217;s story is, it requires the same amount of favor to be spent to resolve it.</p>
<p>So one character might have starving people back home, and she&#8217;s seeking to secure trade deals and technology to feed her citizens. Another might want to build an enormous statue of himself. In either case, they might each need to spend twenty total units of favor to accomplish their goals. Of course, favor also needs to be spent in the course of eliminating social rivals or defending oneself from elimination.</p>
<p>I can easily see (and perhaps the mechanics should encourage) two players deciding to make themselves rivals in each others&#8217; stories. Perhaps they are opposite sides in a cold war, and are racing to spend enough favor to crush the other side.</p>
<p>If a character&#8217;s goal is achieved, they might retire and the player create a new character. Alternately, they could make up a new goal, this one more difficult. It could require 25 favor instead, and the next one 30.</p>
<p>A conflict shared by the entire player population would be hard to manage in a GM-light game, I would think. It would either come across as generic or constricting.</p>
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		<title>Comment on Courtly Intrigue LARP Rules Part 1 by Rafu</title>
		<link>http://ludusnovus.net/2012/05/21/courtly-intrigue-larp-rules-part-1/comment-page-1/#comment-76177</link>
		<dc:creator>Rafu</dc:creator>
		<pubDate>Wed, 23 May 2012 16:14:18 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=1426#comment-76177</guid>
		<description><![CDATA[It&#039;s a pretty straightforward way to go. In that case, though, in the interest of your #7 point, I suggest you provide some important venue of conflict which is not just &quot;any miscellaneous conflict which eventually happens&quot; and can only be resolved with cards/favors. This because larps are largely social events, and a &quot;courtly&quot; setting reinforces that. I&#039;d use some ongoing, larger picture conflict which is going on &quot;off scene&quot;, such as positioning troops for an upcoming civil war, acquiring arable land in the inception of enclosures (or rights over land in faraway colonies), or industrializing the country.]]></description>
		<content:encoded><![CDATA[<p>It&#8217;s a pretty straightforward way to go. In that case, though, in the interest of your #7 point, I suggest you provide some important venue of conflict which is not just &#8220;any miscellaneous conflict which eventually happens&#8221; and can only be resolved with cards/favors. This because larps are largely social events, and a &#8220;courtly&#8221; setting reinforces that. I&#8217;d use some ongoing, larger picture conflict which is going on &#8220;off scene&#8221;, such as positioning troops for an upcoming civil war, acquiring arable land in the inception of enclosures (or rights over land in faraway colonies), or industrializing the country.</p>
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		<title>Comment on Courtly Intrigue LARP Rules Part 1 by Gregory Weir</title>
		<link>http://ludusnovus.net/2012/05/21/courtly-intrigue-larp-rules-part-1/comment-page-1/#comment-76172</link>
		<dc:creator>Gregory Weir</dc:creator>
		<pubDate>Wed, 23 May 2012 14:31:48 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=1426#comment-76172</guid>
		<description><![CDATA[What if the cards represent &quot;favors,&quot; and are the means of conflict resolution in all arenas &lt;em&gt;except&lt;/em&gt; social situations? Then social interactions would be unburdened by mechanics, but could be used to convince people to trade or provide cards or support.]]></description>
		<content:encoded><![CDATA[<p>What if the cards represent &#8220;favors,&#8221; and are the means of conflict resolution in all arenas <em>except</em> social situations? Then social interactions would be unburdened by mechanics, but could be used to convince people to trade or provide cards or support.</p>
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		<title>Comment on Courtly Intrigue LARP Rules Part 1 by Rafu</title>
		<link>http://ludusnovus.net/2012/05/21/courtly-intrigue-larp-rules-part-1/comment-page-1/#comment-76124</link>
		<dc:creator>Rafu</dc:creator>
		<pubDate>Tue, 22 May 2012 23:09:13 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=1426#comment-76124</guid>
		<description><![CDATA[OK, so players still speak all of their character&#039;s &quot;lines&quot;, but the cards decide who&#039;s got the &quot;better&quot; line.
I&#039;ve been using similar methods in tabletop role-playing games (Dogs in the Vineyard is a famous example of handling loaded conversations/verbal conflicts this way; there are so many others), and in that case I think they&#039;re extremely effective. I doubt the efficacy of such a method in a &quot;larp&quot; proper, though… But before I go into the details of this, how large a larp are we talking: how many players, and in how large a space?

I also think (though I admit I don&#039;t particularly care) that this method is not completely effective in realizing you point #7 above. It&#039;s an equalizer, of course: it ensures that a player can author a cheesy line but still &quot;win&quot;, of course, while another player making a great retort could still lose; but in practice I think such results can, in the worst case, be so grating to the ear that they highlight the cheesiness of a given player instead of compensating for it. The corrective use of support cards from audience players makes such a result less likely, of course, but can only do that through re-instating individual player skill as the decisive factor.
To accomplish your #7 point, instead, I&#039;d rather create another &quot;arena of play&quot;, one which would be independent of social skill, and make it a major factor in the game. A resource-management aspect, maybe, or a gambling aspect. Social skill and charisma then become a way to compensate low assets from the other &quot;arena&quot;, but any individual player can do as well by possessing a single strong suit as by being &quot;average&quot; in both fields.]]></description>
		<content:encoded><![CDATA[<p>OK, so players still speak all of their character&#8217;s &#8220;lines&#8221;, but the cards decide who&#8217;s got the &#8220;better&#8221; line.<br />
I&#8217;ve been using similar methods in tabletop role-playing games (Dogs in the Vineyard is a famous example of handling loaded conversations/verbal conflicts this way; there are so many others), and in that case I think they&#8217;re extremely effective. I doubt the efficacy of such a method in a &#8220;larp&#8221; proper, though… But before I go into the details of this, how large a larp are we talking: how many players, and in how large a space?</p>
<p>I also think (though I admit I don&#8217;t particularly care) that this method is not completely effective in realizing you point #7 above. It&#8217;s an equalizer, of course: it ensures that a player can author a cheesy line but still &#8220;win&#8221;, of course, while another player making a great retort could still lose; but in practice I think such results can, in the worst case, be so grating to the ear that they highlight the cheesiness of a given player instead of compensating for it. The corrective use of support cards from audience players makes such a result less likely, of course, but can only do that through re-instating individual player skill as the decisive factor.<br />
To accomplish your #7 point, instead, I&#8217;d rather create another &#8220;arena of play&#8221;, one which would be independent of social skill, and make it a major factor in the game. A resource-management aspect, maybe, or a gambling aspect. Social skill and charisma then become a way to compensate low assets from the other &#8220;arena&#8221;, but any individual player can do as well by possessing a single strong suit as by being &#8220;average&#8221; in both fields.</p>
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		<title>Comment on Courtly Intrigue LARP Rules Part 1 by Gregory Weir</title>
		<link>http://ludusnovus.net/2012/05/21/courtly-intrigue-larp-rules-part-1/comment-page-1/#comment-76100</link>
		<dc:creator>Gregory Weir</dc:creator>
		<pubDate>Tue, 22 May 2012 19:29:19 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=1426#comment-76100</guid>
		<description><![CDATA[I&#039;m imagining that two players will be roleplaying, having a conversation. Agnes accuses Brian of having some part in the sabotaging of her business plans, and then says, &quot;You speak about honor and fair dealing, but you&#039;re nothing but an underhanded cur!&quot;

As she says this, Agnes&#039;s player holds out a card. Carlos supports Agnes, so he says, &quot;It&#039;s true! I heard him arranging the whole thing last week!&quot; He also holds out a card. Brian says, &quot;That&#039;s preposterous. You&#039;re just constructing fantasies!&quot; and holds out his card.

The three turn over their cards. If Agnes wins, any uninvested spectators should roleplay disapproval of Brian. Maybe Agnes issues a final quip or Brian confesses and tries to justify himself. Agnes winning just means that she is the winner of this social exchange, and Brian loses status to her.

If Brian wins, he successfully dismisses Agnes&#039;s accusations, and people roleplay accordingly. I see the cards as a way to resolve the difficult question of &quot;who made the better argument?&quot; or &quot;did the insult stick or fall flat?&quot; 

I can even imagine it going into more exotic territory. Say two characters have a duel. They may decide who gets shot as a consent-based thing, but a card pull decides who wins the social fight. Maybe David gets shot in the shoulder and Edgar wins the duel, but because David won the social contest Edgar is regarded as a brute and a bully.]]></description>
		<content:encoded><![CDATA[<p>I&#8217;m imagining that two players will be roleplaying, having a conversation. Agnes accuses Brian of having some part in the sabotaging of her business plans, and then says, &#8220;You speak about honor and fair dealing, but you&#8217;re nothing but an underhanded cur!&#8221;</p>
<p>As she says this, Agnes&#8217;s player holds out a card. Carlos supports Agnes, so he says, &#8220;It&#8217;s true! I heard him arranging the whole thing last week!&#8221; He also holds out a card. Brian says, &#8220;That&#8217;s preposterous. You&#8217;re just constructing fantasies!&#8221; and holds out his card.</p>
<p>The three turn over their cards. If Agnes wins, any uninvested spectators should roleplay disapproval of Brian. Maybe Agnes issues a final quip or Brian confesses and tries to justify himself. Agnes winning just means that she is the winner of this social exchange, and Brian loses status to her.</p>
<p>If Brian wins, he successfully dismisses Agnes&#8217;s accusations, and people roleplay accordingly. I see the cards as a way to resolve the difficult question of &#8220;who made the better argument?&#8221; or &#8220;did the insult stick or fall flat?&#8221; </p>
<p>I can even imagine it going into more exotic territory. Say two characters have a duel. They may decide who gets shot as a consent-based thing, but a card pull decides who wins the social fight. Maybe David gets shot in the shoulder and Edgar wins the duel, but because David won the social contest Edgar is regarded as a brute and a bully.</p>
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		<title>Comment on Courtly Intrigue LARP Rules Part 1 by Rafu</title>
		<link>http://ludusnovus.net/2012/05/21/courtly-intrigue-larp-rules-part-1/comment-page-1/#comment-76093</link>
		<dc:creator>Rafu</dc:creator>
		<pubDate>Tue, 22 May 2012 17:46:46 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=1426#comment-76093</guid>
		<description><![CDATA[Right, I was obviously underestimating the immediate relevancy of #7, and maybe I was assuming - by habit - that the role of conflict resolution mechs in larp has to be relegated to actions which can&#039;t actually be performed by the players (such as violent fighting, supernatural powers or, depending on your safety rules, chasing) nor agreed upon peacefully (sexual interactions).
So you plan to use the conflict resolution mechs for &quot;social&quot; conflicts, such as persuasion, seduction and witty retorts? To what degree? I mean: how much of the interaction you want to be acted out, and how much of it you want to replace with the mechanical/symbolic interaction?]]></description>
		<content:encoded><![CDATA[<p>Right, I was obviously underestimating the immediate relevancy of #7, and maybe I was assuming &#8211; by habit &#8211; that the role of conflict resolution mechs in larp has to be relegated to actions which can&#8217;t actually be performed by the players (such as violent fighting, supernatural powers or, depending on your safety rules, chasing) nor agreed upon peacefully (sexual interactions).<br />
So you plan to use the conflict resolution mechs for &#8220;social&#8221; conflicts, such as persuasion, seduction and witty retorts? To what degree? I mean: how much of the interaction you want to be acted out, and how much of it you want to replace with the mechanical/symbolic interaction?</p>
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		<title>Comment on Courtly Intrigue LARP Rules Part 1 by Gregory Weir</title>
		<link>http://ludusnovus.net/2012/05/21/courtly-intrigue-larp-rules-part-1/comment-page-1/#comment-76081</link>
		<dc:creator>Gregory Weir</dc:creator>
		<pubDate>Tue, 22 May 2012 14:48:15 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=1426#comment-76081</guid>
		<description><![CDATA[I definitely like approaching LARPs as events; I&#039;ve run several which started from a story/setting seed and had rules only as a just-in-case afterthought. However, most of my experience LARPing has been in the White Wolf style, where you&#039;re basically acting out a large-scale tabletop campaign.

Coming from the perspective of a designer who mostly works with video games, I find it interesting to find how to make story emerge from rules. Sculpting a scenario with a set design would certainly scratch my itch for courtly intrigue, but I&#039;m most interested in creating a system which can create many such situations and enable an ongoing game.

Concept 7 above is definitely relevant. In a game without mechanics or stat tracking, a less socially-gifted player will have a less rewarding time and will fare poorer. And while I believe that aesthetics and mechanics are closely wedded, I still think that interesting mechanics can stand on their own.

This all said, I have very little experience with more artsy LARPs. I may be misunderstanding their potential and their strengths.]]></description>
		<content:encoded><![CDATA[<p>I definitely like approaching LARPs as events; I&#8217;ve run several which started from a story/setting seed and had rules only as a just-in-case afterthought. However, most of my experience LARPing has been in the White Wolf style, where you&#8217;re basically acting out a large-scale tabletop campaign.</p>
<p>Coming from the perspective of a designer who mostly works with video games, I find it interesting to find how to make story emerge from rules. Sculpting a scenario with a set design would certainly scratch my itch for courtly intrigue, but I&#8217;m most interested in creating a system which can create many such situations and enable an ongoing game.</p>
<p>Concept 7 above is definitely relevant. In a game without mechanics or stat tracking, a less socially-gifted player will have a less rewarding time and will fare poorer. And while I believe that aesthetics and mechanics are closely wedded, I still think that interesting mechanics can stand on their own.</p>
<p>This all said, I have very little experience with more artsy LARPs. I may be misunderstanding their potential and their strengths.</p>
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		<title>Comment on Courtly Intrigue LARP Rules Part 1 by Rafu</title>
		<link>http://ludusnovus.net/2012/05/21/courtly-intrigue-larp-rules-part-1/comment-page-1/#comment-76070</link>
		<dc:creator>Rafu</dc:creator>
		<pubDate>Tue, 22 May 2012 13:57:41 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=1426#comment-76070</guid>
		<description><![CDATA[Hello! As someone who mostly or exclusively practiced larp through very artsy/experimental venues, but who&#039;s main pastime is tabletop role-playing games in the Forge-inspired fashion, I can&#039;t help but feel that you&#039;re approaching this like one would approach &lt;i&gt;tabletop&lt;/i&gt; design, rather than larp design. In my (limited) experience, larp design is more fruitfully approached as event design, rather than portable rules-system design, and I urge you to make an attempt with that angle. Currently you&#039;ve got a set of conflict-resolution mechanics, which is rad, but I question whether conflict-resolution mechanics are even useful in a larp — sure they&#039;re not *necessary*, as 90%+ larps I experienced didn&#039;t have those.
Try setting up [what for a tabletop RPG would be] an example campaign, or one-shot: what do you need besides conflict resolution? I think you&#039;ll discover most of the design for a larp really happens at *that* level.
(I&#039;d really love to have an ongoing conversation re: this.)]]></description>
		<content:encoded><![CDATA[<p>Hello! As someone who mostly or exclusively practiced larp through very artsy/experimental venues, but who&#8217;s main pastime is tabletop role-playing games in the Forge-inspired fashion, I can&#8217;t help but feel that you&#8217;re approaching this like one would approach <i>tabletop</i> design, rather than larp design. In my (limited) experience, larp design is more fruitfully approached as event design, rather than portable rules-system design, and I urge you to make an attempt with that angle. Currently you&#8217;ve got a set of conflict-resolution mechanics, which is rad, but I question whether conflict-resolution mechanics are even useful in a larp — sure they&#8217;re not *necessary*, as 90%+ larps I experienced didn&#8217;t have those.<br />
Try setting up [what for a tabletop RPG would be] an example campaign, or one-shot: what do you need besides conflict resolution? I think you&#8217;ll discover most of the design for a larp really happens at *that* level.<br />
(I&#8217;d really love to have an ongoing conversation re: this.)</p>
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		<title>Comment on Namatjira Dawn by Jonas</title>
		<link>http://ludusnovus.net/2012/05/08/namatjira-dawn/comment-page-1/#comment-75793</link>
		<dc:creator>Jonas</dc:creator>
		<pubDate>Sat, 19 May 2012 15:12:57 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=1416#comment-75793</guid>
		<description><![CDATA[Ooh, I&#039;ve been so busy I didn&#039;t notice this! It sounds excellent! (...and a lot like something I&#039;ve been planning myself. Which is cool, because I doubt the two games will be too similar, but it means I can play the kind of game I often imagine without already knowing everything about it.)]]></description>
		<content:encoded><![CDATA[<p>Ooh, I&#8217;ve been so busy I didn&#8217;t notice this! It sounds excellent! (&#8230;and a lot like something I&#8217;ve been planning myself. Which is cool, because I doubt the two games will be too similar, but it means I can play the kind of game I often imagine without already knowing everything about it.)</p>
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		<title>Comment on Namatjira Dawn by Gregory Weir</title>
		<link>http://ludusnovus.net/2012/05/08/namatjira-dawn/comment-page-1/#comment-75704</link>
		<dc:creator>Gregory Weir</dc:creator>
		<pubDate>Fri, 18 May 2012 16:36:51 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=1416#comment-75704</guid>
		<description><![CDATA[I&#039;m coding in AS3 with the Flixel framework using the FlashDevelop IDE. The art is done in the GIMP.]]></description>
		<content:encoded><![CDATA[<p>I&#8217;m coding in AS3 with the Flixel framework using the FlashDevelop IDE. The art is done in the GIMP.</p>
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		<title>Comment on Namatjira Dawn by Captain Glad</title>
		<link>http://ludusnovus.net/2012/05/08/namatjira-dawn/comment-page-1/#comment-75702</link>
		<dc:creator>Captain Glad</dc:creator>
		<pubDate>Fri, 18 May 2012 16:28:15 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=1416#comment-75702</guid>
		<description><![CDATA[I thought you had disappeared, so excited that another project is on the line. Gregory Weir games are the best]]></description>
		<content:encoded><![CDATA[<p>I thought you had disappeared, so excited that another project is on the line. Gregory Weir games are the best</p>
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		<title>Comment on Namatjira Dawn by Frank Zweegers</title>
		<link>http://ludusnovus.net/2012/05/08/namatjira-dawn/comment-page-1/#comment-75700</link>
		<dc:creator>Frank Zweegers</dc:creator>
		<pubDate>Fri, 18 May 2012 14:03:34 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=1416#comment-75700</guid>
		<description><![CDATA[Looks nice so far! In what program do you work?]]></description>
		<content:encoded><![CDATA[<p>Looks nice so far! In what program do you work?</p>
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		<title>Comment on Namatjira Dawn by Jack</title>
		<link>http://ludusnovus.net/2012/05/08/namatjira-dawn/comment-page-1/#comment-75382</link>
		<dc:creator>Jack</dc:creator>
		<pubDate>Sun, 13 May 2012 01:35:34 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=1416#comment-75382</guid>
		<description><![CDATA[Sounds good.]]></description>
		<content:encoded><![CDATA[<p>Sounds good.</p>
]]></content:encoded>
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		<title>Comment on Namatjira Dawn by mwm</title>
		<link>http://ludusnovus.net/2012/05/08/namatjira-dawn/comment-page-1/#comment-75329</link>
		<dc:creator>mwm</dc:creator>
		<pubDate>Fri, 11 May 2012 22:15:53 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=1416#comment-75329</guid>
		<description><![CDATA[I wonder what sort of effect the miscommunication will have. Will it result in points for optimal decisions; alternating storylines; the thrill of seeing a civilization grow under one&#039;s abstract direction; a secondary game which is based on the fallout from the first; or continue the game by producing events which help or hinder the player&#039;s ongoing goals.

(He&#039;s even posting on twitter now! We&#039;ll see if Project Wonderful starts producing extravagant revenues.)]]></description>
		<content:encoded><![CDATA[<p>I wonder what sort of effect the miscommunication will have. Will it result in points for optimal decisions; alternating storylines; the thrill of seeing a civilization grow under one&#8217;s abstract direction; a secondary game which is based on the fallout from the first; or continue the game by producing events which help or hinder the player&#8217;s ongoing goals.</p>
<p>(He&#8217;s even posting on twitter now! We&#8217;ll see if Project Wonderful starts producing extravagant revenues.)</p>
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		<title>Comment on Namatjira Dawn by David T. Marchand</title>
		<link>http://ludusnovus.net/2012/05/08/namatjira-dawn/comment-page-1/#comment-75327</link>
		<dc:creator>David T. Marchand</dc:creator>
		<pubDate>Fri, 11 May 2012 20:13:00 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=1416#comment-75327</guid>
		<description><![CDATA[The Weir is alive! This looks promising.]]></description>
		<content:encoded><![CDATA[<p>The Weir is alive! This looks promising.</p>
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		<title>Comment on Namatjira Dawn by Terra</title>
		<link>http://ludusnovus.net/2012/05/08/namatjira-dawn/comment-page-1/#comment-75186</link>
		<dc:creator>Terra</dc:creator>
		<pubDate>Wed, 09 May 2012 22:12:55 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=1416#comment-75186</guid>
		<description><![CDATA[This seems really interesting. It&#039;s good to see you blogging again!]]></description>
		<content:encoded><![CDATA[<p>This seems really interesting. It&#8217;s good to see you blogging again!</p>
]]></content:encoded>
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		<title>Comment on Namatjira Dawn by Zack</title>
		<link>http://ludusnovus.net/2012/05/08/namatjira-dawn/comment-page-1/#comment-75125</link>
		<dc:creator>Zack</dc:creator>
		<pubDate>Wed, 09 May 2012 04:34:00 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=1416#comment-75125</guid>
		<description><![CDATA[Yay! You&#039;re not dead! It had been a long time since you had posted anything, I was seriously concerned.]]></description>
		<content:encoded><![CDATA[<p>Yay! You&#8217;re not dead! It had been a long time since you had posted anything, I was seriously concerned.</p>
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		<title>Comment on Namatjira Dawn by axcho</title>
		<link>http://ludusnovus.net/2012/05/08/namatjira-dawn/comment-page-1/#comment-75089</link>
		<dc:creator>axcho</dc:creator>
		<pubDate>Tue, 08 May 2012 18:04:20 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=1416#comment-75089</guid>
		<description><![CDATA[I really like the sound of it - it seems like just the sort of game I&#039;d like. :) I hope you get an artist on the project, though. Let me know if you want any recommendations... ;)]]></description>
		<content:encoded><![CDATA[<p>I really like the sound of it &#8211; it seems like just the sort of game I&#8217;d like. :) I hope you get an artist on the project, though. Let me know if you want any recommendations&#8230; ;)</p>
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		<title>Comment on The Majesty of Colors by Diving Deep And Flying Away &#124; Keyboard Geniuses &#124; The Gameological Society</title>
		<link>http://ludusnovus.net/my-games/the-majesty-of-colors/comment-page-1/#comment-74864</link>
		<dc:creator>Diving Deep And Flying Away &#124; Keyboard Geniuses &#124; The Gameological Society</dc:creator>
		<pubDate>Fri, 04 May 2012 18:56:07 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?page_id=223#comment-74864</guid>
		<description><![CDATA[[...] obvious Ecco The Dolphin and a far-less-obvious example courtesy of The_Misanthrope: This is just a short browser game, but it comes close to your [...]]]></description>
		<content:encoded><![CDATA[<p>[...] obvious Ecco The Dolphin and a far-less-obvious example courtesy of The_Misanthrope: This is just a short browser game, but it comes close to your [...]</p>
]]></content:encoded>
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		<title>Comment on The Majesty of Colors by [Brèves] The Majesty of Colors &#171; Point Final</title>
		<link>http://ludusnovus.net/my-games/the-majesty-of-colors/comment-page-1/#comment-74580</link>
		<dc:creator>[Brèves] The Majesty of Colors &#171; Point Final</dc:creator>
		<pubDate>Mon, 30 Apr 2012 12:31:47 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?page_id=223#comment-74580</guid>
		<description><![CDATA[[...] pouvez jouer à Majesty of Colors d’ici : ludusnovus.net/my-games/the-majesty-of-colors  Le site web de l’auteur : [...]]]></description>
		<content:encoded><![CDATA[<p>[...] pouvez jouer à Majesty of Colors d’ici : ludusnovus.net/my-games/the-majesty-of-colors  Le site web de l’auteur : [...]</p>
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		<title>Comment on Silent Conversation by &#187; Week 11 Reading Post</title>
		<link>http://ludusnovus.net/my-games/silent-conversation/comment-page-1/#comment-73260</link>
		<dc:creator>&#187; Week 11 Reading Post</dc:creator>
		<pubDate>Thu, 29 Mar 2012 10:35:21 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?page_id=806#comment-73260</guid>
		<description><![CDATA[[...] This Flash produces a more changeable reading experience than Gregory Weir&#8217;s Flash game Silent Conversation, for example, but without the interactivity and restful feeling that comprise what I enjoy about [...]]]></description>
		<content:encoded><![CDATA[<p>[...] This Flash produces a more changeable reading experience than Gregory Weir&#8217;s Flash game Silent Conversation, for example, but without the interactivity and restful feeling that comprise what I enjoy about [...]</p>
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		<title>Comment on Two Interviews by Mike</title>
		<link>http://ludusnovus.net/2011/11/22/two-interviews-2/comment-page-1/#comment-72137</link>
		<dc:creator>Mike</dc:creator>
		<pubDate>Tue, 31 Jan 2012 16:43:29 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=1410#comment-72137</guid>
		<description><![CDATA[It is often too difficult to understand the interviewer.  All in all, lots of good discussion.]]></description>
		<content:encoded><![CDATA[<p>It is often too difficult to understand the interviewer.  All in all, lots of good discussion.</p>
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		<title>Comment on The Majesty of Colors by [Juego] The Majesty of Colors &#124; UnnXandros</title>
		<link>http://ludusnovus.net/my-games/the-majesty-of-colors/comment-page-1/#comment-71789</link>
		<dc:creator>[Juego] The Majesty of Colors &#124; UnnXandros</dc:creator>
		<pubDate>Fri, 06 Jan 2012 07:16:00 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?page_id=223#comment-71789</guid>
		<description><![CDATA[[...] cada final esta logrado a punto que no hay un final mejor que el otro, sólo resultados distintos. The Majesty of Colors en Ludus Nova Share this:FacebookTwitterTumblrCorreo electrónicoMe gusta:Me gustaSé el primero en decir que te [...]]]></description>
		<content:encoded><![CDATA[<p>[...] cada final esta logrado a punto que no hay un final mejor que el otro, sólo resultados distintos. The Majesty of Colors en Ludus Nova Share this:FacebookTwitterTumblrCorreo electrónicoMe gusta:Me gustaSé el primero en decir que te [...]</p>
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