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	<title>Comments on: Coherence at the game table</title>
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	<link>http://lisbongamer.mc-two.com/2006/06/05/coherence-at-the-game-table/</link>
	<description>Random musings on games, game design and other matters of import.</description>
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		<title>By: joao-mendes</title>
		<link>http://lisbongamer.mc-two.com/2006/06/05/coherence-at-the-game-table/#comment-39</link>
		<dc:creator>joao-mendes</dc:creator>
		<pubDate>Mon, 05 Jun 2006 11:44:23 +0000</pubDate>
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		<description>Hey, Rui, :)

As usual, you ask just the right questions. This time, though, the answer may surprise you: neither.

The relationship I talk about in that AP post came about because we, as players, decided that slavery was a cool issue to be explored, and as players, placed our characters on opposite lines of the issue, but with converging interests. Now grantedly, this was all just largely coincidental, rather than prearranged, but still, it is quite beyond the &quot;just because&quot; answer, and it has nothing to do with the &quot;character vibe&quot; answer.

As for the other relationships that have arisen during play, there&#039;s an even simpler answer: in TSoY, you gain XP by making statements with your characters via whatever Keys you purchase. You can think of each Key as being its own very self-contained NAR premise. Each player was simply on the lookout for a cool Key to buy and a cool statement to make. As such, the relationships are implied and enforced by the Keys, rather than arising on their own and then supported by them. Again, beyond &quot;just because&quot; and unrelated to &quot;character vibe&quot;.

Did I make sense just there?

Cheers,
J.</description>
		<content:encoded><![CDATA[<p>Hey, Rui, <img src='http://lisbongamer.mc-two.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>As usual, you ask just the right questions. This time, though, the answer may surprise you: neither.</p>
<p>The relationship I talk about in that AP post came about because we, as players, decided that slavery was a cool issue to be explored, and as players, placed our characters on opposite lines of the issue, but with converging interests. Now grantedly, this was all just largely coincidental, rather than prearranged, but still, it is quite beyond the &#8220;just because&#8221; answer, and it has nothing to do with the &#8220;character vibe&#8221; answer.</p>
<p>As for the other relationships that have arisen during play, there&#8217;s an even simpler answer: in TSoY, you gain XP by making statements with your characters via whatever Keys you purchase. You can think of each Key as being its own very self-contained NAR premise. Each player was simply on the lookout for a cool Key to buy and a cool statement to make. As such, the relationships are implied and enforced by the Keys, rather than arising on their own and then supported by them. Again, beyond &#8220;just because&#8221; and unrelated to &#8220;character vibe&#8221;.</p>
<p>Did I make sense just there?</p>
<p>Cheers,<br />
J.</p>
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	<item>
		<title>By: Rui Anselmo</title>
		<link>http://lisbongamer.mc-two.com/2006/06/05/coherence-at-the-game-table/#comment-38</link>
		<dc:creator>Rui Anselmo</dc:creator>
		<pubDate>Mon, 05 Jun 2006 10:14:01 +0000</pubDate>
		<guid isPermaLink="false">http://lisbongamer.mc-two.com/index.php/2006/06/05/coherence-at-the-game-table/#comment-38</guid>
		<description>Hey João!

I&#039;d like to ask you about character relations: how do they come up, at your table? Do they come up:

-Because all are playing at the same table and it kind of makes sense (also know as just because)?, or
-Because the players interpret their&#039;s and other player&#039;s characters&#039; reactions in a way that leads to a character relation forming (also known as &quot;I feel a good vibe from you&quot;)?

I ask this question because of what you&#039;re describing on your AP: it seems that the relation between your character and that of Godinho&#039;s came up &quot;just because&quot;, and while I don&#039;t think this is bad (after all, the character&#039;s actions are what the player makes of them), I also think in a very SIM way and it just doesn&#039;t make sense other than &quot;just because&quot;; care to share some thoughts on this?</description>
		<content:encoded><![CDATA[<p>Hey João!</p>
<p>I&#8217;d like to ask you about character relations: how do they come up, at your table? Do they come up:</p>
<p>-Because all are playing at the same table and it kind of makes sense (also know as just because)?, or<br />
-Because the players interpret their&#8217;s and other player&#8217;s characters&#8217; reactions in a way that leads to a character relation forming (also known as &#8220;I feel a good vibe from you&#8221;)?</p>
<p>I ask this question because of what you&#8217;re describing on your AP: it seems that the relation between your character and that of Godinho&#8217;s came up &#8220;just because&#8221;, and while I don&#8217;t think this is bad (after all, the character&#8217;s actions are what the player makes of them), I also think in a very SIM way and it just doesn&#8217;t make sense other than &#8220;just because&#8221;; care to share some thoughts on this?</p>
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