<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	xmlns:itunes="http://www.itunes.com/dtds/podcast-1.0.dtd"
	xmlns:media="http://search.yahoo.com/mrss/"
>

<channel>
	<title>Ludus Novus &#187; geist</title>
	<atom:link href="http://ludusnovus.net/tag/geist/feed/" rel="self" type="application/rss+xml" />
	<link>http://ludusnovus.net</link>
	<description>The Art of Interaction</description>
	<lastBuildDate>Sat, 24 Jul 2010 03:16:45 +0000</lastBuildDate>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=2334</generator>
	<!-- podcast_generator="podPress/8.8" - maintenance_release="8.8.5.2" -->
	<copyright>2006-2008 </copyright>
	<managingEditor>Gregory.Weir@gmail.com (Gregory Weir)</managingEditor>
	<webMaster>Gregory.Weir@gmail.com (Gregory Weir)</webMaster>
	<category>posts</category>
	<ttl>1440</ttl>
	<image>
		<url>http://ludusnovus.net/images/ludusnovusblog.jpg</url>
		<title>Ludus Novus &#187; geist</title>
		<link>http://ludusnovus.net</link>
		<width>144</width>
		<height>144</height>
	</image>
	<itunes:subtitle></itunes:subtitle>
	<itunes:summary>The Art of Interaction</itunes:summary>
	<itunes:keywords>ludology, games, game design, rpgs, interactive fiction, video game theory, interactive art, interactive entertainment</itunes:keywords>
	<itunes:category text="Games &#38; Hobbies">
		<itunes:category text="Video Games" />
	</itunes:category>
	<itunes:category text="Arts">
		<itunes:category text="Literature" />
	</itunes:category>
	<itunes:category text="Society &#38; Culture" />
	<itunes:author>Gregory Weir</itunes:author>
	<itunes:owner>
		<itunes:name>Gregory Weir</itunes:name>
		<itunes:email>Gregory.Weir@gmail.com</itunes:email>
	</itunes:owner>
	<itunes:block>no</itunes:block>
	<itunes:explicit>no</itunes:explicit>
	<itunes:image href="http://ludusnovus.net/images/ludusnovusblog.jpg" />
		<item>
		<title>Exploiting the Rules</title>
		<link>http://ludusnovus.net/2010/04/04/exploiting-the-rules/</link>
		<comments>http://ludusnovus.net/2010/04/04/exploiting-the-rules/#comments</comments>
		<pubDate>Sun, 04 Apr 2010 05:55:09 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Roleplaying]]></category>
		<category><![CDATA[cheating]]></category>
		<category><![CDATA[fun]]></category>
		<category><![CDATA[geist]]></category>
		<category><![CDATA[LARP]]></category>
		<category><![CDATA[roleplaying games]]></category>
		<category><![CDATA[rules]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=827</guid>
		<description><![CDATA[There&#8217;s a certain class of player behavior in tabletop RPGs and LARPs that often causes issues. It&#8217;s when a player notices a way to be really good at something. There are two ways this is done, and they have gained the nasty names &#8220;min-maxing&#8221; and &#8220;rules-lawyering.&#8221; But this isn&#8217;t actually a bad thing. Read the [...]]]></description>
			<content:encoded><![CDATA[<p>There&#8217;s a certain class of player behavior in tabletop <abbr title="roleplaying games">RPGs</abbr> and <abbr title="live action roleplaying games">LARPs</abbr> that often causes issues.  It&#8217;s when a player notices a way to be really good at something.  There are two ways this is done, and they have gained the nasty names &#8220;min-maxing&#8221; and &#8220;rules-lawyering.&#8221;  But this isn&#8217;t actually a bad thing.<br />
<br/>Read the rest of <a href="http://ludusnovus.net/2010/04/04/exploiting-the-rules/">Exploiting the Rules</a>...</p>
]]></content:encoded>
			<wfw:commentRss>http://ludusnovus.net/2010/04/04/exploiting-the-rules/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>A Global Chronicle</title>
		<link>http://ludusnovus.net/2010/02/20/a-global-chronicle/</link>
		<comments>http://ludusnovus.net/2010/02/20/a-global-chronicle/#comments</comments>
		<pubDate>Sat, 20 Feb 2010 21:56:20 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Roleplaying]]></category>
		<category><![CDATA[camarilla]]></category>
		<category><![CDATA[geist]]></category>
		<category><![CDATA[LARP]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=773</guid>
		<description><![CDATA[I am involved in the Camarilla, which is the White Wolf RPG publishing company&#8217;s official fan organization. Among other things, the Cam organizes a global campaign for live action roleplaying, or LARP. This is a &#8220;theatrical LARP,&#8221; not a &#8220;boffer LARP.&#8221; We don&#8217;t hit each other with foam weapons; instead, we have more social and [...]]]></description>
			<content:encoded><![CDATA[<p>I am involved in <a href="http://camarilla.white-wolf.com/">the Camarilla</a>, which is the White Wolf RPG publishing company&#8217;s official fan organization.  Among other things, the Cam organizes a global campaign for live action roleplaying, or LARP.  This is a &#8220;theatrical LARP,&#8221; not a &#8220;boffer LARP.&#8221;  We don&#8217;t hit each other with foam weapons; instead, we have more social and politically-focused games, and any combat is as heavily abstracted as it is in tabletop roleplaying.  The nature of a global campaign raises some very interesting issues in game design.</p>
<p>The Cam is not the only global LARP campaign around; <a href="http://oneworldbynight.org">One World By Night</a> is another organization that runs a similar campaign for the old World of Darkness setting, for example.  As far as I know, though, the Cam is the largest global LARP around.  A global campaign means that local games are connected to games across the US and the world, so that I can go on a trip to California and use the character I play in Charlotte to a Camarilla game there.  Events that occur in Alabama can affect nearby locations, and there are periodic conventions where players and characters from all over the world come to play in a single game.  This results in all sorts of interesting consequences and annoyances.<br />
<br/>Read the rest of <a href="http://ludusnovus.net/2010/02/20/a-global-chronicle/">A Global Chronicle</a>...</p>
]]></content:encoded>
			<wfw:commentRss>http://ludusnovus.net/2010/02/20/a-global-chronicle/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Developing a Territory System: Initial Thoughts</title>
		<link>http://ludusnovus.net/2010/01/17/developing-a-territory-system-initial-thoughts/</link>
		<comments>http://ludusnovus.net/2010/01/17/developing-a-territory-system-initial-thoughts/#comments</comments>
		<pubDate>Sun, 17 Jan 2010 08:40:01 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Roleplaying]]></category>
		<category><![CDATA[camarilla]]></category>
		<category><![CDATA[geist]]></category>
		<category><![CDATA[LARP]]></category>
		<category><![CDATA[my games]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=709</guid>
		<description><![CDATA[I&#8217;m going to be running a brand-new LARP of Geist: The Sin-Eaters for my local Camarilla domain. This has a number of challenges, most of which caused by the fact that this game has never really been LARPed before as an ongoing chronicle; it&#8217;s only been out for a few months. One of the problems [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m going to be running a brand-new <abbr title="Live Action RolePlaying game">LARP</abbr> of <i>Geist: The Sin-Eaters</i> for my local <a href="http://camarilla.white-wolf.com/">Camarilla</a> domain.  This has a number of challenges, most of which caused by the fact that this game has never really been LARPed before as an ongoing chronicle; it&#8217;s only been out for a few months.  One of the problems I&#8217;m running into is that of the political game, and I&#8217;d like some suggestions.<br />
<br/>Read the rest of <a href="http://ludusnovus.net/2010/01/17/developing-a-territory-system-initial-thoughts/">Developing a Territory System: Initial Thoughts</a>...</p>
]]></content:encoded>
			<wfw:commentRss>http://ludusnovus.net/2010/01/17/developing-a-territory-system-initial-thoughts/feed/</wfw:commentRss>
		<slash:comments>6</slash:comments>
		</item>
		<item>
		<title>The RPG Campaign as Episodic TV: Two Techniques</title>
		<link>http://ludusnovus.net/2009/12/02/the-rpg-campaign-as-episodic-tv-two-techniques/</link>
		<comments>http://ludusnovus.net/2009/12/02/the-rpg-campaign-as-episodic-tv-two-techniques/#comments</comments>
		<pubDate>Wed, 02 Dec 2009 07:06:55 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Roleplaying]]></category>
		<category><![CDATA[agency]]></category>
		<category><![CDATA[geist]]></category>
		<category><![CDATA[tabletop rpgs]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=618</guid>
		<description><![CDATA[In addition to the regular D&#038;D game I run, I&#8217;ve just started up another tabletop RPG campaign using the Geist system. Like many of White Wolf&#8217;s &#8220;limited series&#8221; games (Promethean, Changeling), the concept is incredibly provocative. You died, and in the moments of death, a being &#8220;more than ghost, less than god&#8221; offered you a [...]]]></description>
			<content:encoded><![CDATA[<p>In addition to the <a href="http://ludusnovus.net/2009/11/20/dream-project-1-0-the-flight-from-zekleinenezzar/">regular</a> <a href="http://ludusnovus.net/2009/11/28/dream-project-1-5-the-fortress-of-dreams/">D&#038;D game</a> I run, I&#8217;ve just started up another tabletop RPG campaign using the <i><a href="http://www.white-wolf.com/geist/index.php">Geist</a></i> system.  Like many of White Wolf&#8217;s &#8220;limited series&#8221; games (<i>Promethean</i>, <i>Changeling</i>), the concept is incredibly provocative.  You died, and in the moments of death, a being &#8220;more than ghost, less than god&#8221; offered you a partnership.  This being, called a geist, shielded you from death and allowed you to survive.  You are a living human, but now you can see ghosts, control strange creepy powers, and even travel the underworld.  The mood of the game is a cool mix of the macabre (you died, and now you see death everywhere) and the celebratory (you got a second chance at life!  Live it up!).  </p>
<p>The bittersweet mood, morbid theme, and cool antagonists reminded me of shows like <i>Angel</i>, <i>Dead Like Me</i>, and <i>Death Note</i>.  So I decided that I wanted my campaign to run like an episodic, ensemble-cast television show.  I also wanted to explore giving players more control over the game, while maintaining primary authorship as GM; tossing a strong flavor of the indie RPG into a traditional system.  As a result, I&#8217;m using two techniques: Episode Previews and Cutscenes.<br />
<br/>Read the rest of <a href="http://ludusnovus.net/2009/12/02/the-rpg-campaign-as-episodic-tv-two-techniques/">The RPG Campaign as Episodic TV: Two Techniques</a>...</p>
]]></content:encoded>
			<wfw:commentRss>http://ludusnovus.net/2009/12/02/the-rpg-campaign-as-episodic-tv-two-techniques/feed/</wfw:commentRss>
		<slash:comments>4</slash:comments>
		</item>
	</channel>
</rss>
