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	<title>Comments on: Solving the Problem of Continuous Play</title>
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	<link>http://kallistipress.com/2006-03-20/solving-the-problem-of-continuous-play/</link>
	<description>Games for the Prettiest One</description>
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		<title>By: Joshua BishopRoby</title>
		<link>http://kallistipress.com/2006-03-20/solving-the-problem-of-continuous-play/comment-page-1/#comment-1370</link>
		<dc:creator>Joshua BishopRoby</dc:creator>
		<pubDate>Fri, 24 Mar 2006 15:19:04 +0000</pubDate>
		<guid isPermaLink="false">http://kallistipress.com/blog/2006-03-20/solving-the-problem-of-continuous-play/#comment-1370</guid>
		<description>Elliot, you may, and in fact probably are, absolutely correct about myth.  My take on it is probably better seen as an illustration rather than a real analogy.</description>
		<content:encoded><![CDATA[<p>Elliot, you may, and in fact probably are, absolutely correct about myth.  My take on it is probably better seen as an illustration rather than a real analogy.</p>
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		<title>By: Elliot Wilen</title>
		<link>http://kallistipress.com/2006-03-20/solving-the-problem-of-continuous-play/comment-page-1/#comment-1361</link>
		<dc:creator>Elliot Wilen</dc:creator>
		<pubDate>Fri, 24 Mar 2006 00:16:28 +0000</pubDate>
		<guid isPermaLink="false">http://kallistipress.com/blog/2006-03-20/solving-the-problem-of-continuous-play/#comment-1361</guid>
		<description>Very insightful, Josh. I love everything up to your section on the episodic solution, and 90% of that. But your hypothesis about how myths develop strikes me as pretty speculative.  I think lot of myth, if not all myth, starts as a jumble of material that only later gets redacted into a coherent form with an overall theme. Sometimes there are different redactions resulting in (or motivated by) very different themes.</description>
		<content:encoded><![CDATA[<p>Very insightful, Josh. I love everything up to your section on the episodic solution, and 90% of that. But your hypothesis about how myths develop strikes me as pretty speculative.  I think lot of myth, if not all myth, starts as a jumble of material that only later gets redacted into a coherent form with an overall theme. Sometimes there are different redactions resulting in (or motivated by) very different themes.</p>
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		<title>By: Brand Robins</title>
		<link>http://kallistipress.com/2006-03-20/solving-the-problem-of-continuous-play/comment-page-1/#comment-1356</link>
		<dc:creator>Brand Robins</dc:creator>
		<pubDate>Thu, 23 Mar 2006 19:08:01 +0000</pubDate>
		<guid isPermaLink="false">http://kallistipress.com/blog/2006-03-20/solving-the-problem-of-continuous-play/#comment-1356</guid>
		<description>Josh, 

Yep. It also worked to get both F and T types playing. 

(I&#039;m working on the MB type test. Can you tell?)</description>
		<content:encoded><![CDATA[<p>Josh, </p>
<p>Yep. It also worked to get both F and T types playing. </p>
<p>(I&#8217;m working on the MB type test. Can you tell?)</p>
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		<title>By: Joshua BishopRoby</title>
		<link>http://kallistipress.com/2006-03-20/solving-the-problem-of-continuous-play/comment-page-1/#comment-1352</link>
		<dc:creator>Joshua BishopRoby</dc:creator>
		<pubDate>Wed, 22 Mar 2006 17:30:22 +0000</pubDate>
		<guid isPermaLink="false">http://kallistipress.com/blog/2006-03-20/solving-the-problem-of-continuous-play/#comment-1352</guid>
		<description>The prophecy of Joshua was the totally overlooked strongest part of that entire game.  It gave you that epic conflict right off the bat, and invited you to play smaller conflicts leading up to those vaguely-described bits in the prophecy.</description>
		<content:encoded><![CDATA[<p>The prophecy of Joshua was the totally overlooked strongest part of that entire game.  It gave you that epic conflict right off the bat, and invited you to play smaller conflicts leading up to those vaguely-described bits in the prophecy.</p>
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		<title>By: Brand Robins</title>
		<link>http://kallistipress.com/2006-03-20/solving-the-problem-of-continuous-play/comment-page-1/#comment-1146</link>
		<dc:creator>Brand Robins</dc:creator>
		<pubDate>Tue, 21 Mar 2006 23:13:28 +0000</pubDate>
		<guid isPermaLink="false">http://kallistipress.com/blog/2006-03-20/solving-the-problem-of-continuous-play/#comment-1146</guid>
		<description>Josh, 

That, and two or three books full of ideas and NPC stats and such. Though, funny enough, I only ever really referenced the MRB and Vimary durring play. And even those more for inspiration and tone than anything else. 

Which reminds me, Tribe 8 was a great game for starting characters out on an F basis (where most current Forge games are better about a T basis) -- I got people playing Tribe 8 by reading the prophecy of Joshua and then having them read the splat for the Tribe they&#039;d be exiled from. BOOM, they&#039;d be playing and rebelling and looking for spirit quests left right and center.</description>
		<content:encoded><![CDATA[<p>Josh, </p>
<p>That, and two or three books full of ideas and NPC stats and such. Though, funny enough, I only ever really referenced the MRB and Vimary durring play. And even those more for inspiration and tone than anything else. </p>
<p>Which reminds me, Tribe 8 was a great game for starting characters out on an F basis (where most current Forge games are better about a T basis) &#8212; I got people playing Tribe 8 by reading the prophecy of Joshua and then having them read the splat for the Tribe they&#8217;d be exiled from. BOOM, they&#8217;d be playing and rebelling and looking for spirit quests left right and center.</p>
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		<title>By: Joshua BishopRoby</title>
		<link>http://kallistipress.com/2006-03-20/solving-the-problem-of-continuous-play/comment-page-1/#comment-1133</link>
		<dc:creator>Joshua BishopRoby</dc:creator>
		<pubDate>Tue, 21 Mar 2006 21:43:08 +0000</pubDate>
		<guid isPermaLink="false">http://kallistipress.com/blog/2006-03-20/solving-the-problem-of-continuous-play/#comment-1133</guid>
		<description>Dude, I swear half of my design work and ninety percent of the articles I post here is just me going back and trying to figure out what exactly I&#039;ve been doing for the last fifteen years.  It&#039;s amazing, though, how much clearer things become once you start setting it down on paper.

The more I look at roleplaying, the less and less I see GMs and especially GM prep as being necessary.  A lot of times all of that prepwork was just insurance that what you played wouldn&#039;t suck; with adequate guidelines for the actual roleplay around the table, we need less and less of that insurance.  We can create -- as in Capes, as in Conquer the Horizon -- an engaging story from the ground up without prepping it all out before we even start.  So we can, as you point out, just have a general destination or even direction in mind and let the events of play develop the details as we go.  You had like, one side of an 8.5 x 11 sheet of paper for Warrrior Unbound, right?  And most of that was, I seem to recall, just a listing of (what we now call) player flags.  What are games in two years going to look like when we don&#039;t have GM Prep, all we have left is GM Reference Sheets?  Exciting!</description>
		<content:encoded><![CDATA[<p>Dude, I swear half of my design work and ninety percent of the articles I post here is just me going back and trying to figure out what exactly I&#8217;ve been doing for the last fifteen years.  It&#8217;s amazing, though, how much clearer things become once you start setting it down on paper.</p>
<p>The more I look at roleplaying, the less and less I see GMs and especially GM prep as being necessary.  A lot of times all of that prepwork was just insurance that what you played wouldn&#8217;t suck; with adequate guidelines for the actual roleplay around the table, we need less and less of that insurance.  We can create &#8212; as in Capes, as in Conquer the Horizon &#8212; an engaging story from the ground up without prepping it all out before we even start.  So we can, as you point out, just have a general destination or even direction in mind and let the events of play develop the details as we go.  You had like, one side of an 8.5 x 11 sheet of paper for Warrrior Unbound, right?  And most of that was, I seem to recall, just a listing of (what we now call) player flags.  What are games in two years going to look like when we don&#8217;t have GM Prep, all we have left is GM Reference Sheets?  Exciting!</p>
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		<title>By: Brand Robins</title>
		<link>http://kallistipress.com/2006-03-20/solving-the-problem-of-continuous-play/comment-page-1/#comment-1126</link>
		<dc:creator>Brand Robins</dc:creator>
		<pubDate>Tue, 21 Mar 2006 19:31:27 +0000</pubDate>
		<guid isPermaLink="false">http://kallistipress.com/blog/2006-03-20/solving-the-problem-of-continuous-play/#comment-1126</guid>
		<description>Josh, 

Remember Deborah in our Tribe 8 game? 

Your epic idea is pretty much how that came about. I knew I wanted a Fatima to bite it and a new one to be born (as you guys had skipped Children of Lilith), and I knew I wanted you guys to do it. The rest I just made up in response to things you folks did in game. 

Looking back on games like that its funny how hit and miss the techniques were, because I wasn&#039;t actually aware of what I was doing. If&#039;n you&#039;d asked me at the time I probably would have said I was GMing like everyone else, and that game was the same as the one where I railroaded the whole party into joining the darkside. 

But in a real way I think the reason that game went better than the previous one (the one based on Trial By Fire) is that in the prvious one I had a map of step by step, but in Warrior Unbound I just had a general outcome that all of you were expecting.</description>
		<content:encoded><![CDATA[<p>Josh, </p>
<p>Remember Deborah in our Tribe 8 game? </p>
<p>Your epic idea is pretty much how that came about. I knew I wanted a Fatima to bite it and a new one to be born (as you guys had skipped Children of Lilith), and I knew I wanted you guys to do it. The rest I just made up in response to things you folks did in game. </p>
<p>Looking back on games like that its funny how hit and miss the techniques were, because I wasn&#8217;t actually aware of what I was doing. If&#8217;n you&#8217;d asked me at the time I probably would have said I was GMing like everyone else, and that game was the same as the one where I railroaded the whole party into joining the darkside. </p>
<p>But in a real way I think the reason that game went better than the previous one (the one based on Trial By Fire) is that in the prvious one I had a map of step by step, but in Warrior Unbound I just had a general outcome that all of you were expecting.</p>
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		<title>By: Joshua BishopRoby</title>
		<link>http://kallistipress.com/2006-03-20/solving-the-problem-of-continuous-play/comment-page-1/#comment-1113</link>
		<dc:creator>Joshua BishopRoby</dc:creator>
		<pubDate>Tue, 21 Mar 2006 17:09:09 +0000</pubDate>
		<guid isPermaLink="false">http://kallistipress.com/blog/2006-03-20/solving-the-problem-of-continuous-play/#comment-1113</guid>
		<description>Sounds neat, Alex.  I dunno what a better term might be -- I&#039;d probably just stick with &#039;session&#039;. :)</description>
		<content:encoded><![CDATA[<p>Sounds neat, Alex.  I dunno what a better term might be &#8212; I&#8217;d probably just stick with &#8217;session&#8217;. <img src='http://kallistipress.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: Alex Fradera</title>
		<link>http://kallistipress.com/2006-03-20/solving-the-problem-of-continuous-play/comment-page-1/#comment-1102</link>
		<dc:creator>Alex Fradera</dc:creator>
		<pubDate>Tue, 21 Mar 2006 12:59:34 +0000</pubDate>
		<guid isPermaLink="false">http://kallistipress.com/blog/2006-03-20/solving-the-problem-of-continuous-play/#comment-1102</guid>
		<description>Sweetness. As you&#039;ve described it, epic is pretty how much how our PTA game is running: we began knowing all the characters were raised in an abnormal community, and that there are secrets to be revealed, and... that&#039;s it. Two &#039;episodes&#039;* in and we&#039;ve established bloodletting rites, a magnetic, egalitarian figure within the cult, and a trail of clues from a distastrous event those many years ago. And nothing more, except for lurking suspicions and embryonic ideas that I suspect are lurking in all our minds, some of which will find a way into the story.

*If it is an epic, what&#039;s a better term for each session?</description>
		<content:encoded><![CDATA[<p>Sweetness. As you&#8217;ve described it, epic is pretty how much how our PTA game is running: we began knowing all the characters were raised in an abnormal community, and that there are secrets to be revealed, and&#8230; that&#8217;s it. Two &#8216;episodes&#8217;* in and we&#8217;ve established bloodletting rites, a magnetic, egalitarian figure within the cult, and a trail of clues from a distastrous event those many years ago. And nothing more, except for lurking suspicions and embryonic ideas that I suspect are lurking in all our minds, some of which will find a way into the story.</p>
<p>*If it is an epic, what&#8217;s a better term for each session?</p>
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