<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	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/"
		>
<channel>
	<title>Comments on: A partial road map to RPG structure</title>
	<atom:link href="http://www.storiesyouplay.com/blog/2010/06/a-partial-road-map-to-rpg-structure/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.storiesyouplay.com/blog/2010/06/a-partial-road-map-to-rpg-structure/</link>
	<description>RPGs and free games for busy gamers!</description>
	<lastBuildDate>Sat, 21 Jan 2012 20:15:28 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.3.1</generator>
	<item>
		<title>By: joshroby</title>
		<link>http://www.storiesyouplay.com/blog/2010/06/a-partial-road-map-to-rpg-structure/comment-page-1/#comment-223</link>
		<dc:creator>joshroby</dc:creator>
		<pubDate>Sun, 06 Jun 2010 02:43:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.storiesyouplay.com/?p=192#comment-223</guid>
		<description>Tell me if I&#039;m stepping on toes, Matt, but here&#039;s what I was talking about: your chart (less pretty) split into &quot;objects&quot; and &quot;methods.&quot;

&lt;a href=&quot;http://kallistipress.com/downloads/openrpg/openrpgobjectoriented.pdf&quot; rel=&quot;nofollow&quot;&gt;(click to download vector / pdf)&lt;/a&gt;

Any of these objects (boxes) could be split into sub-objects (as the character creation / character development boxes could be one object) as long as that set of sub-objects answered and received the same methods as the &quot;parent&quot; object would have.

I think this is about the minimal requirements for a functioning game.  Anything beyond what&#039;s here can be understood as a set of sub-objects filling the role of the parent.  I think. ;)</description>
		<content:encoded><![CDATA[<p>Tell me if I&#8217;m stepping on toes, Matt, but here&#8217;s what I was talking about: your chart (less pretty) split into &#8220;objects&#8221; and &#8220;methods.&#8221;</p>
<p><a href="http://kallistipress.com/downloads/openrpg/openrpgobjectoriented.pdf" rel="nofollow">(click to download vector / pdf)</a></p>
<p>Any of these objects (boxes) could be split into sub-objects (as the character creation / character development boxes could be one object) as long as that set of sub-objects answered and received the same methods as the &#8220;parent&#8221; object would have.</p>
<p>I think this is about the minimal requirements for a functioning game.  Anything beyond what&#8217;s here can be understood as a set of sub-objects filling the role of the parent.  I think. <img src='http://www.storiesyouplay.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
]]></content:encoded>
	</item>
	<item>
		<title>By: thor</title>
		<link>http://www.storiesyouplay.com/blog/2010/06/a-partial-road-map-to-rpg-structure/comment-page-1/#comment-221</link>
		<dc:creator>thor</dc:creator>
		<pubDate>Sat, 05 Jun 2010 02:48:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.storiesyouplay.com/?p=192#comment-221</guid>
		<description>I think a lot of things go in that layer. We have spent the first half of our gaming lives focused on the first part and the biggest part of our &quot;post discovered the Forge&quot; part on the second. We need to discover all of the things which interface the two areas.</description>
		<content:encoded><![CDATA[<p>I think a lot of things go in that layer. We have spent the first half of our gaming lives focused on the first part and the biggest part of our &#8220;post discovered the Forge&#8221; part on the second. We need to discover all of the things which interface the two areas.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: misuba</title>
		<link>http://www.storiesyouplay.com/blog/2010/06/a-partial-road-map-to-rpg-structure/comment-page-1/#comment-220</link>
		<dc:creator>misuba</dc:creator>
		<pubDate>Sat, 05 Jun 2010 00:28:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.storiesyouplay.com/?p=192#comment-220</guid>
		<description>Well, okay, actually: it&#039;s Situation. So any mechanics that draw out of character, setting, or something else to turn old situations into new ones can go in there. Including Conflict, I guess.</description>
		<content:encoded><![CDATA[<p>Well, okay, actually: it&#8217;s Situation. So any mechanics that draw out of character, setting, or something else to turn old situations into new ones can go in there. Including Conflict, I guess.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: misuba</title>
		<link>http://www.storiesyouplay.com/blog/2010/06/a-partial-road-map-to-rpg-structure/comment-page-1/#comment-219</link>
		<dc:creator>misuba</dc:creator>
		<pubDate>Sat, 05 Jun 2010 00:02:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.storiesyouplay.com/?p=192#comment-219</guid>
		<description>That layer between character and conflict might be where GM Moves from Apocalypse World go. It might even be where town creation from Dogs goes.</description>
		<content:encoded><![CDATA[<p>That layer between character and conflict might be where GM Moves from Apocalypse World go. It might even be where town creation from Dogs goes.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Matt</title>
		<link>http://www.storiesyouplay.com/blog/2010/06/a-partial-road-map-to-rpg-structure/comment-page-1/#comment-216</link>
		<dc:creator>Matt</dc:creator>
		<pubDate>Fri, 04 Jun 2010 18:26:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.storiesyouplay.com/?p=192#comment-216</guid>
		<description>I&#039;m reasonably familiar with object oriented programming, certainly with the basics. I&#039;ve already &quot;caught&quot; myself from calling things classes in replies to people!

So, yeah, in no doubt some inaccurate way (because I&#039;m not programmer), the analogy makes sense to me</description>
		<content:encoded><![CDATA[<p>I&#8217;m reasonably familiar with object oriented programming, certainly with the basics. I&#8217;ve already &#8220;caught&#8221; myself from calling things classes in replies to people!</p>
<p>So, yeah, in no doubt some inaccurate way (because I&#8217;m not programmer), the analogy makes sense to me</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: joshroby</title>
		<link>http://www.storiesyouplay.com/blog/2010/06/a-partial-road-map-to-rpg-structure/comment-page-1/#comment-214</link>
		<dc:creator>joshroby</dc:creator>
		<pubDate>Fri, 04 Jun 2010 15:54:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.storiesyouplay.com/?p=192#comment-214</guid>
		<description>Hey Matt, how familiar are you with Object Oriented Programming?  I ask because it&#039;s a way of thinking about computer programming where (vast oversimplification) different components (&quot;objects&quot;) all interact in specific ways (&quot;methods&quot;).  The upswing is that, once the methods between objects is set up, you can swap out individual objects as long as the new object has the same input/output methods.  So there might be many &quot;clock&quot; objects, as long as each one outputs the time when queried by other objects.

It seems to me like you could turn all the arrows in your chart into methods, and all the blocks of text into objects.  So the resolution object takes inputs of traits and gives outputs of success/fail and maybe magnitude of success/fail.  Then you could design modular bits of game mechanics that fit that specification.  Whether it uses cards or dice pools or spinning around until you fall over, as long as it takes inputs of traits and gives outputs of success/fail, it will work with the other game mechanic &quot;objects.&quot;</description>
		<content:encoded><![CDATA[<p>Hey Matt, how familiar are you with Object Oriented Programming?  I ask because it&#8217;s a way of thinking about computer programming where (vast oversimplification) different components (&#8220;objects&#8221;) all interact in specific ways (&#8220;methods&#8221;).  The upswing is that, once the methods between objects is set up, you can swap out individual objects as long as the new object has the same input/output methods.  So there might be many &#8220;clock&#8221; objects, as long as each one outputs the time when queried by other objects.</p>
<p>It seems to me like you could turn all the arrows in your chart into methods, and all the blocks of text into objects.  So the resolution object takes inputs of traits and gives outputs of success/fail and maybe magnitude of success/fail.  Then you could design modular bits of game mechanics that fit that specification.  Whether it uses cards or dice pools or spinning around until you fall over, as long as it takes inputs of traits and gives outputs of success/fail, it will work with the other game mechanic &#8220;objects.&#8221;</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: jmstar</title>
		<link>http://www.storiesyouplay.com/blog/2010/06/a-partial-road-map-to-rpg-structure/comment-page-1/#comment-213</link>
		<dc:creator>jmstar</dc:creator>
		<pubDate>Fri, 04 Jun 2010 14:58:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.storiesyouplay.com/?p=192#comment-213</guid>
		<description>Hi Matt,

I think on the macro scale you are better off atomizing things only as far as is necessary. So a box for &quot;resources&quot; makes more sense to me than four boxes all labeled &quot;a special kind of resource&quot; It&#039;s an issue of taxonomy and clarity. Those special flavors deserve their own breakdown elsewhere.

I suspect that my tastes run too far toward structured freeform to be particularly useful when discussing conflict and intent for this project. You can effortlessly divide the two in Fiasco, for example. It is perfectly acceptable to stumble into scenes without an agenda, and there&#039;s a sharp distinction between conflict (optional, sometimes emerging organically, sometimes a goal) and scene (the thing that gets resolved through the resource of procedural privilege). I don&#039;t think it is where you are going with this, although it is a lovely place you should totally visit.</description>
		<content:encoded><![CDATA[<p>Hi Matt,</p>
<p>I think on the macro scale you are better off atomizing things only as far as is necessary. So a box for &#8220;resources&#8221; makes more sense to me than four boxes all labeled &#8220;a special kind of resource&#8221; It&#8217;s an issue of taxonomy and clarity. Those special flavors deserve their own breakdown elsewhere.</p>
<p>I suspect that my tastes run too far toward structured freeform to be particularly useful when discussing conflict and intent for this project. You can effortlessly divide the two in Fiasco, for example. It is perfectly acceptable to stumble into scenes without an agenda, and there&#8217;s a sharp distinction between conflict (optional, sometimes emerging organically, sometimes a goal) and scene (the thing that gets resolved through the resource of procedural privilege). I don&#8217;t think it is where you are going with this, although it is a lovely place you should totally visit.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: christopherweeks</title>
		<link>http://www.storiesyouplay.com/blog/2010/06/a-partial-road-map-to-rpg-structure/comment-page-1/#comment-212</link>
		<dc:creator>christopherweeks</dc:creator>
		<pubDate>Fri, 04 Jun 2010 13:16:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.storiesyouplay.com/?p=192#comment-212</guid>
		<description>Got it.  Thanks!  And that&#039;s neat because then you can take any kind of character element from any game and place it in the three-dimensional matrix of mechanic, story and duration.</description>
		<content:encoded><![CDATA[<p>Got it.  Thanks!  And that&#8217;s neat because then you can take any kind of character element from any game and place it in the three-dimensional matrix of mechanic, story and duration.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: sanglorian</title>
		<link>http://www.storiesyouplay.com/blog/2010/06/a-partial-road-map-to-rpg-structure/comment-page-1/#comment-209</link>
		<dc:creator>sanglorian</dc:creator>
		<pubDate>Fri, 04 Jun 2010 00:09:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.storiesyouplay.com/?p=192#comment-209</guid>
		<description>Christopher:

My point is that Matt has included some categories (gear, relationships) based on their narrative role and some categories (skills, motivators) based on their mechanical role. 

Gear and relationships are not distinct from skills and motivators, because they often serve as skills and motivators. 

So I think a more helpful approach would be to divorce story from mechanics altogether in this analysis by having two categories for things: story groups and mechanical groups.

Relationships, gear, attributes (innate qualities), disciplines (skills you learn), talents (special abilities) and beliefs are possible story categories.

Motivators, skills, flaws, traits and handicaps are possible mechanical categories.

I think this makes it easier to say: Circles in Burning Wheel is a relationship skill. In other words, it acts like a skill and involves relationships. The &#039;Nifty Jetpack&#039; aspect is a gear motivator and skill. The Strength ability score is an attribute trait while the Athletics skill is a discipline.

Is this making it clearer? I&#039;m not sure how else to express it.</description>
		<content:encoded><![CDATA[<p>Christopher:</p>
<p>My point is that Matt has included some categories (gear, relationships) based on their narrative role and some categories (skills, motivators) based on their mechanical role. </p>
<p>Gear and relationships are not distinct from skills and motivators, because they often serve as skills and motivators. </p>
<p>So I think a more helpful approach would be to divorce story from mechanics altogether in this analysis by having two categories for things: story groups and mechanical groups.</p>
<p>Relationships, gear, attributes (innate qualities), disciplines (skills you learn), talents (special abilities) and beliefs are possible story categories.</p>
<p>Motivators, skills, flaws, traits and handicaps are possible mechanical categories.</p>
<p>I think this makes it easier to say: Circles in Burning Wheel is a relationship skill. In other words, it acts like a skill and involves relationships. The &#8216;Nifty Jetpack&#8217; aspect is a gear motivator and skill. The Strength ability score is an attribute trait while the Athletics skill is a discipline.</p>
<p>Is this making it clearer? I&#8217;m not sure how else to express it.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Matt</title>
		<link>http://www.storiesyouplay.com/blog/2010/06/a-partial-road-map-to-rpg-structure/comment-page-1/#comment-208</link>
		<dc:creator>Matt</dc:creator>
		<pubDate>Thu, 03 Jun 2010 22:59:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.storiesyouplay.com/?p=192#comment-208</guid>
		<description>Ah! I see, Thor. Yes, I know what you mean. My own designs have suffered a bit from that, actually. Although, that&#039;s also partially a symptom of my GMing style when I play them.</description>
		<content:encoded><![CDATA[<p>Ah! I see, Thor. Yes, I know what you mean. My own designs have suffered a bit from that, actually. Although, that&#8217;s also partially a symptom of my GMing style when I play them.</p>
]]></content:encoded>
	</item>
</channel>
</rss>

