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	<title>Comments for perilplanet.com</title>
	<atom:link href="http://perilplanet.com/blog/comments/feed/" rel="self" type="application/rss+xml" />
	<link>http://perilplanet.com/blog</link>
	<description>A World Of Adventure!</description>
	<lastBuildDate>Fri, 04 Dec 2009 18:38:14 +1100</lastBuildDate>
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		<title>Comment on More playtesting! by Mountzionryan</title>
		<link>http://perilplanet.com/blog/2009/10/another-playtest/comment-page-1/#comment-204</link>
		<dc:creator>Mountzionryan</dc:creator>
		<pubDate>Fri, 04 Dec 2009 18:38:14 +0000</pubDate>
		<guid isPermaLink="false">http://perilplanet.com/blog/?p=92#comment-204</guid>
		<description>I am really psyched to run Beast for my group.  It very much reminds me of what I like about Lady Blackbird (rules on the character sheet, self-contained game in small page-count, mechanics for player narration/director stance) but in a setting that is much more appealing to me.

I&#039;ll let you know how it goes.</description>
		<content:encoded><![CDATA[<p>I am really psyched to run Beast for my group.  It very much reminds me of what I like about Lady Blackbird (rules on the character sheet, self-contained game in small page-count, mechanics for player narration/director stance) but in a setting that is much more appealing to me.</p>
<p>I&#8217;ll let you know how it goes.</p>
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		<title>Comment on More playtesting! by Fabrice</title>
		<link>http://perilplanet.com/blog/2009/10/another-playtest/comment-page-1/#comment-186</link>
		<dc:creator>Fabrice</dc:creator>
		<pubDate>Thu, 12 Nov 2009 13:14:05 +0000</pubDate>
		<guid isPermaLink="false">http://perilplanet.com/blog/?p=92#comment-186</guid>
		<description>I found the Beast very well put together. It has everything that you need. 

I liked the stacking of the attribute, the edge and the legend. I loved the effect of Drive as it locked players unfamiliar with the character into the game immediately. 

I have experimented with something similar using Motivations and Goal - Motivations are long term, give a bonus when followed and can be bought off.  Goal is short term, gives a payoff in terms of experience if you do things to further it. Goal changes mission/session to mission/session. This really drives the players to play &#039;on target&#039;. However, &#039;on target&#039; is often not what the other team members think it is. 

Spirit works really well as does the fate system.  However, I found the threats a little light.  

Thank you for sharing this excellent work.</description>
		<content:encoded><![CDATA[<p>I found the Beast very well put together. It has everything that you need. </p>
<p>I liked the stacking of the attribute, the edge and the legend. I loved the effect of Drive as it locked players unfamiliar with the character into the game immediately. </p>
<p>I have experimented with something similar using Motivations and Goal &#8211; Motivations are long term, give a bonus when followed and can be bought off.  Goal is short term, gives a payoff in terms of experience if you do things to further it. Goal changes mission/session to mission/session. This really drives the players to play &#8216;on target&#8217;. However, &#8216;on target&#8217; is often not what the other team members think it is. </p>
<p>Spirit works really well as does the fate system.  However, I found the threats a little light.  </p>
<p>Thank you for sharing this excellent work.</p>
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		<title>Comment on Wallpaper by Nathan</title>
		<link>http://perilplanet.com/blog/2009/10/wallpaper/comment-page-1/#comment-170</link>
		<dc:creator>Nathan</dc:creator>
		<pubDate>Wed, 28 Oct 2009 06:08:30 +0000</pubDate>
		<guid isPermaLink="false">http://perilplanet.com/blog/?p=104#comment-170</guid>
		<description>Not a problem! I really enjoyed making these.</description>
		<content:encoded><![CDATA[<p>Not a problem! I really enjoyed making these.</p>
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		<title>Comment on Wallpaper by Tina DC Hayes</title>
		<link>http://perilplanet.com/blog/2009/10/wallpaper/comment-page-1/#comment-160</link>
		<dc:creator>Tina DC Hayes</dc:creator>
		<pubDate>Tue, 27 Oct 2009 02:19:39 +0000</pubDate>
		<guid isPermaLink="false">http://perilplanet.com/blog/?p=104#comment-160</guid>
		<description>Thanks so much for sharing this!  The one on top is exactly what I was lookin&#039; for.</description>
		<content:encoded><![CDATA[<p>Thanks so much for sharing this!  The one on top is exactly what I was lookin&#8217; for.</p>
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		<title>Comment on NaNoWriMo by Wicked</title>
		<link>http://perilplanet.com/blog/2009/10/nanowrimo/comment-page-1/#comment-159</link>
		<dc:creator>Wicked</dc:creator>
		<pubDate>Tue, 27 Oct 2009 01:41:54 +0000</pubDate>
		<guid isPermaLink="false">http://perilplanet.com/blog/?p=97#comment-159</guid>
		<description>Love your video and the story idea.  Good luck on it and thanks for the awesome calendar&#039;s you offer us Nanoers.

Wicked</description>
		<content:encoded><![CDATA[<p>Love your video and the story idea.  Good luck on it and thanks for the awesome calendar&#8217;s you offer us Nanoers.</p>
<p>Wicked</p>
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		<title>Comment on Playtesting by John Reid</title>
		<link>http://perilplanet.com/blog/2009/10/playtesting/comment-page-1/#comment-115</link>
		<dc:creator>John Reid</dc:creator>
		<pubDate>Sun, 11 Oct 2009 21:47:54 +0000</pubDate>
		<guid isPermaLink="false">http://perilplanet.com/blog/?p=76#comment-115</guid>
		<description>Repeats warning: The Host = Flawed but interesting

Super cool monster + set in Seoul 
vs. 
way too much Korean farce + way too long ...

But, super cool monster ...</description>
		<content:encoded><![CDATA[<p>Repeats warning: The Host = Flawed but interesting</p>
<p>Super cool monster + set in Seoul<br />
vs.<br />
way too much Korean farce + way too long &#8230;</p>
<p>But, super cool monster &#8230;</p>
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		<title>Comment on Playtesting by Nathan</title>
		<link>http://perilplanet.com/blog/2009/10/playtesting/comment-page-1/#comment-114</link>
		<dc:creator>Nathan</dc:creator>
		<pubDate>Sun, 11 Oct 2009 00:47:31 +0000</pubDate>
		<guid isPermaLink="false">http://perilplanet.com/blog/?p=76#comment-114</guid>
		<description>Thanks for the feedback John. The more I think about it, the less I think the fate points are an issue - it was more a matter of me not pressing that angle. What I intend to do is make a list of &quot;common&quot; twists and the loss of fate will be one of them.

I haven&#039;t seen &quot;The Host&quot;, but may go in search of it!</description>
		<content:encoded><![CDATA[<p>Thanks for the feedback John. The more I think about it, the less I think the fate points are an issue &#8211; it was more a matter of me not pressing that angle. What I intend to do is make a list of &#8220;common&#8221; twists and the loss of fate will be one of them.</p>
<p>I haven&#8217;t seen &#8220;The Host&#8221;, but may go in search of it!</p>
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		<title>Comment on Playtesting by John Reid</title>
		<link>http://perilplanet.com/blog/2009/10/playtesting/comment-page-1/#comment-113</link>
		<dc:creator>John Reid</dc:creator>
		<pubDate>Sat, 10 Oct 2009 22:19:13 +0000</pubDate>
		<guid isPermaLink="false">http://perilplanet.com/blog/?p=76#comment-113</guid>
		<description>Sounds really fun Nathan.

Have you seen the Korean film &quot;The Host&quot; (it&#039;s interesting but flawed)? There&#039;s a scene in that where the monster vomits up a about 50 victims worth of skeletons - very creepy and cool.

Those character sheets look really cool!

Let me see if I&#039;m right here: the idea of the Beast is to create a Lady Blackbird starting point module with pre-generated characters, right? Then I&#039;m glad you&#039;ve set the game up so it&#039;ll work with less than the five characters - I think that was a bit of a barrier to getting Lady Blackbird played at Gen Con. Actually, you might want to make ten characters, so there&#039;s room for many more combinations and permutations. When I played 8th Sea at Gen Con, Michael had maybe fifteen different characters ready to go and we all had a blast picking one that sounded fun. A side-effect of that was that the different characters set the genre tone for the players from the start (i.e. with 8th Sea it is a gonzo-anything-goes-and-probably-will genre)

I think you might be on the right track with giving out fate damage for fails + twists. It is so important for a system to help a GM fill the players with worry. Even D&amp;D has the hit points to create tension as PCs start to run low.

As is, it seems you made a session that was evocative and immersive but not dangerous. It doesn&#039;t sound like it would take much to overcome this.

Nice one.</description>
		<content:encoded><![CDATA[<p>Sounds really fun Nathan.</p>
<p>Have you seen the Korean film &#8220;The Host&#8221; (it&#8217;s interesting but flawed)? There&#8217;s a scene in that where the monster vomits up a about 50 victims worth of skeletons &#8211; very creepy and cool.</p>
<p>Those character sheets look really cool!</p>
<p>Let me see if I&#8217;m right here: the idea of the Beast is to create a Lady Blackbird starting point module with pre-generated characters, right? Then I&#8217;m glad you&#8217;ve set the game up so it&#8217;ll work with less than the five characters &#8211; I think that was a bit of a barrier to getting Lady Blackbird played at Gen Con. Actually, you might want to make ten characters, so there&#8217;s room for many more combinations and permutations. When I played 8th Sea at Gen Con, Michael had maybe fifteen different characters ready to go and we all had a blast picking one that sounded fun. A side-effect of that was that the different characters set the genre tone for the players from the start (i.e. with 8th Sea it is a gonzo-anything-goes-and-probably-will genre)</p>
<p>I think you might be on the right track with giving out fate damage for fails + twists. It is so important for a system to help a GM fill the players with worry. Even D&amp;D has the hit points to create tension as PCs start to run low.</p>
<p>As is, it seems you made a session that was evocative and immersive but not dangerous. It doesn&#8217;t sound like it would take much to overcome this.</p>
<p>Nice one.</p>
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		<title>Comment on Oro: Tales from the New World by John Reid</title>
		<link>http://perilplanet.com/blog/2009/09/oro-tales-from-the-new-world/comment-page-1/#comment-110</link>
		<dc:creator>John Reid</dc:creator>
		<pubDate>Wed, 07 Oct 2009 00:19:57 +0000</pubDate>
		<guid isPermaLink="false">http://perilplanet.com/blog/?p=62#comment-110</guid>
		<description>Have you ever checked out Fantasy Flight&#039;s Dragonborn? That had a pretty cool martial arts / gun fu system which was crunchy but logical. Essentially two opponents lay out a number of action cards and both roll. The person with the most successes activates x cards in their stack where x = your success - opponent&#039;s success. Therefore, to do the really cool stuff you had to get complete success but there are lots of partial successes along the way e.g. parry a blow, ready a sword, make a return strike with the sword.

My group found it crunchy but logical.</description>
		<content:encoded><![CDATA[<p>Have you ever checked out Fantasy Flight&#8217;s Dragonborn? That had a pretty cool martial arts / gun fu system which was crunchy but logical. Essentially two opponents lay out a number of action cards and both roll. The person with the most successes activates x cards in their stack where x = your success &#8211; opponent&#8217;s success. Therefore, to do the really cool stuff you had to get complete success but there are lots of partial successes along the way e.g. parry a blow, ready a sword, make a return strike with the sword.</p>
<p>My group found it crunchy but logical.</p>
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		<title>Comment on Oro: Tales from the New World by Nathan</title>
		<link>http://perilplanet.com/blog/2009/09/oro-tales-from-the-new-world/comment-page-1/#comment-109</link>
		<dc:creator>Nathan</dc:creator>
		<pubDate>Sat, 03 Oct 2009 21:24:04 +0000</pubDate>
		<guid isPermaLink="false">http://perilplanet.com/blog/?p=62#comment-109</guid>
		<description>Thanks! Highlander was something in the back of my mind when I started thinking about these groups fighting for the coins. I also think coins should be a part of the game and even have a few different sources to get funky gold coins. Sweet.</description>
		<content:encoded><![CDATA[<p>Thanks! Highlander was something in the back of my mind when I started thinking about these groups fighting for the coins. I also think coins should be a part of the game and even have a few different sources to get funky gold coins. Sweet.</p>
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