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	<title>Ludus Novus &#187; LORE</title>
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	<description>The Art of Interaction</description>
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	<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>
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		<title>Ludus Novus &#187; LORE</title>
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	<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" />
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	<itunes:category text="Arts">
		<itunes:category text="Literature" />
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	<itunes:author>Gregory Weir</itunes:author>
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		<itunes:name>Gregory Weir</itunes:name>
		<itunes:email>Gregory.Weir@gmail.com</itunes:email>
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		<title>Six Months of Games</title>
		<link>http://ludusnovus.net/2009/07/08/six-months-of-games/</link>
		<comments>http://ludusnovus.net/2009/07/08/six-months-of-games/#comments</comments>
		<pubDate>Thu, 09 Jul 2009 04:30:16 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[Interactive Fiction]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Roleplaying]]></category>
		<category><![CDATA[bars]]></category>
		<category><![CDATA[belief]]></category>
		<category><![CDATA[bryant]]></category>
		<category><![CDATA[dragon]]></category>
		<category><![CDATA[exploit]]></category>
		<category><![CDATA[game a month]]></category>
		<category><![CDATA[LORE]]></category>
		<category><![CDATA[my games]]></category>
		<category><![CDATA[sugarcore]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=536</guid>
		<description><![CDATA[In January I resolved to release a game every month during 2009. There have been six months, and six games so far. I&#8217;m halfway done, and now is a good time to look back on those six games and how they turned out. Read the rest of Six Months of Games...]]></description>
			<content:encoded><![CDATA[<p><a href="http://ludusnovus.net/2009/01/04/new-years-resolution-2009/">In January</a> I resolved to release a game every month during 2009.  There have been six months, and six games so far.  I&#8217;m halfway done, and now is a good time to look back on those six games and how they turned out.<br />
<br/>Read the rest of <a href="http://ludusnovus.net/2009/07/08/six-months-of-games/">Six Months of Games</a>...</p>
]]></content:encoded>
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		<slash:comments>8</slash:comments>
		</item>
		<item>
		<title>LORE and Belief Released</title>
		<link>http://ludusnovus.net/2009/05/29/lore-and-belief-released/</link>
		<comments>http://ludusnovus.net/2009/05/29/lore-and-belief-released/#comments</comments>
		<pubDate>Fri, 29 May 2009 06:00:23 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Games Releases]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Roleplaying]]></category>
		<category><![CDATA[game releases]]></category>
		<category><![CDATA[LORE]]></category>
		<category><![CDATA[my games]]></category>
		<category><![CDATA[tabletop rpgs]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=477</guid>
		<description><![CDATA[This world is not as it should be. There is no truth. Reality is what we believe it to be. If you think you can fly, then that flight is real to you. Others may see you plummet and die, but you might live on, soaring above the clouds. Anyone can dream, but it takes [...]]]></description>
			<content:encoded><![CDATA[<blockquote><p><i>This world is not as it should be.  There is no truth. Reality is what we believe it to be. If you think you can fly, then that flight is real to you. Others may see you plummet and die, but you might live on, soaring above the clouds. Anyone can dream, but it takes someone special to make those dreams real.</i></p></blockquote>
<p>Here is the release of my May game: <i>LORE</i>, the Lightweight Universal Roleplaying Engine, and its first sourcebook, <i>Belief</i>.  Together, they form my first tabletop roleplaying game system.</p>
<p><i>LORE</i> is an attempt to address <a href="http://ludusnovus.net/2009/05/22/whats-wrong-with-tabletop-rpgs/">some of the common problems with tabletop RPGs</a>.  It has <a href="http://ludusnovus.net/2008/11/07/fumbling-critical-rolls-and-the-lore-approach/">an interesting dice system</a>; a quick, easy, and original character creation system; and a system that&#8217;s lightweight, because <a href="http://ludusnovus.net/2008/10/29/the-space-beyond-the-rules/">roleplaying happens beyond the rules</a>.</p>
<p><i>Belief</i> is a game about changing reality, about subjective viewpoints, and about the search for a better world.  It owes heavy debts to other sources, but it is its own being.</p>
<p><a href="http://ludusnovus.net/my-games/lore-and-belief/"><strong>Download <i>LORE</i> and <i>Belief</i>.</strong></a></p>
<p>Both of these books are beta releases.  They have been playtested, but not enough for me to say they&#8217;re finished.  Please, read them, play them, and comment with anything you think I did especially right or that I could change for the better.  I&#8217;ve provided them in bookmarked PDFs slavishly laid out for optimal printing at your local print shop, and they&#8217;re released under a <a href="http://creativecommons.org/licenses/by-nc-sa/3.0/us/">Creative Commons by-nc-sa 3.0 License.</a></p>
<p>These are just the initial releases; I wanted to get them out and in people&#8217;s minds so that I could start getting feedback.  Expect extras like quick reference sheets and maybe an adventure or three in the coming weeks and months.</p>
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		<slash:comments>18</slash:comments>
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		<title>What&#8217;s Wrong with Tabletop RPGs</title>
		<link>http://ludusnovus.net/2009/05/22/whats-wrong-with-tabletop-rpgs/</link>
		<comments>http://ludusnovus.net/2009/05/22/whats-wrong-with-tabletop-rpgs/#comments</comments>
		<pubDate>Fri, 22 May 2009 17:32:09 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Roleplaying]]></category>
		<category><![CDATA[character]]></category>
		<category><![CDATA[combat]]></category>
		<category><![CDATA[dice]]></category>
		<category><![CDATA[LORE]]></category>
		<category><![CDATA[tabletop rpgs]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=466</guid>
		<description><![CDATA[I love tabletop roleplaying games. They are, in some ways, the perfect game. That being said, they certainly aren&#8217;t without their flaws. I&#8217;ve been working on a tabletop RPG system, and one of the things any creator needs to ask is &#8220;what&#8217;s wrong with what&#8217;s already there?&#8221; and &#8220;how can I make it better?&#8221; Here, [...]]]></description>
			<content:encoded><![CDATA[<p>I love tabletop roleplaying games.  They are, in some ways, <a href="http://ludusnovus.net/2008/09/24/why-should-digital-game-designers-care-about-tabletop-roleplaying/">the perfect game</a>.  That being said, they certainly aren&#8217;t without their flaws.  I&#8217;ve been working on a tabletop RPG system, and one of the things any creator needs to ask is &#8220;what&#8217;s wrong with what&#8217;s already there?&#8221; and &#8220;how can I make it better?&#8221;  Here, then, is a list of the things wrong with tabletop roleplaying games.<br />
<br/>Read the rest of <a href="http://ludusnovus.net/2009/05/22/whats-wrong-with-tabletop-rpgs/">What&#8217;s Wrong with Tabletop RPGs</a>...</p>
]]></content:encoded>
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		<slash:comments>18</slash:comments>
		</item>
		<item>
		<title>Fumbling Critical Rolls and the LORE Approach</title>
		<link>http://ludusnovus.net/2008/11/07/fumbling-critical-rolls-and-the-lore-approach/</link>
		<comments>http://ludusnovus.net/2008/11/07/fumbling-critical-rolls-and-the-lore-approach/#comments</comments>
		<pubDate>Fri, 07 Nov 2008 12:02:15 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[Roleplaying]]></category>
		<category><![CDATA[critical rolls]]></category>
		<category><![CDATA[dice]]></category>
		<category><![CDATA[LORE]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=153</guid>
		<description><![CDATA[Many tabletop roleplaying games and many digital games have a game mechanic called the &#8220;critical roll.&#8221; With this mechanic, a particularly good skill roll, say a 20 on a 20-sided die, can be a &#8220;critical hit,&#8221; which is better than a normal success. Likewise, a roll of 1 on a 20-sided die could be a [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.flickr.com/photos/tiffanyday/2929857049/" title="natural 20 by tiffa130, on Flickr"><img src="http://farm4.static.flickr.com/3065/2929857049_5762675b00.jpg" width="156" height="200" alt="natural 20" class="leadimage" /></a></p>
<p>Many tabletop roleplaying games and many digital games have a game mechanic called the &#8220;critical roll.&#8221;  With this mechanic, a particularly good skill roll, say a 20 on a 20-sided die, can be a &#8220;critical hit,&#8221; which is better than a normal success.  Likewise, a roll of 1 on a 20-sided die could be a &#8220;critical failure,&#8221; a &#8220;critical miss,&#8221; a &#8220;fumble,&#8221; or a &#8220;botch.&#8221;  Critical failures result in an especially bad outcome.</p>
<p>Critical rolls typically represent the fickle hand of luck.  Even in a game where randomness determines every important outcome, it is possible for characters to get especially lucky or unlucky.  Sometimes, that arrow flies just right and hits the dragon right in the eye.  Critical hits are often a cause for celebration among tabletop roleplayers, and critical misses are moments of frustration and (usually good-natured) anger at the game and the game master.  Many digital games that use tabletop <abbr title="RolePlaying Game">RPG</abbr>-like mechanics also use critical roll systems.  Notably, the action-focused game <i>Team Fortress 2</i> also incorporates this mechanic in the form of random critical shots, which do more damage than normal shots and are more likely the more damage a player does.</p>
<p>Like many tabletop roleplayers, I&#8217;m working on a roleplaying system of my own, called <i><acronym title="Lightweight Omnipotent Roleplaying Engine">LORE</acronym>.</i>  During the development process, I&#8217;ve done a lot of thinking about a lot of the common elements of tabletop RPGs, and critical rolls has been one that I&#8217;ve focused on.  I&#8217;ve decided that critical rolls have a part to play in game mechanics, but that there are many pitfalls that should be avoided.  Here are my thoughts.</p>
<p><br/>Read the rest of <a href="http://ludusnovus.net/2008/11/07/fumbling-critical-rolls-and-the-lore-approach/">Fumbling Critical Rolls and the LORE Approach</a>...</p>
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		<slash:comments>9</slash:comments>
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