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	<title>Comments for Tabletops</title>
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	<link>http://tabletopsblog.com</link>
	<description>RPGs, board games, card games, and hilarious nonsense.</description>
	<lastBuildDate>Sun, 04 Jul 2010 13:53:03 -0500</lastBuildDate>
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		<title>Comment on Six Ways to Make In-Game Shopping More Interesting Than a Wal-Mart Run by Lilly</title>
		<link>http://tabletopsblog.com/?p=110&#038;cpage=1#comment-106</link>
		<dc:creator>Lilly</dc:creator>
		<pubDate>Sun, 04 Jul 2010 13:53:03 +0000</pubDate>
		<guid isPermaLink="false">http://tabletopsblog.com/?p=110#comment-106</guid>
		<description>I tried to make it fairly clear that this &lt;i&gt;can&#039;t&lt;/i&gt; be an all-the-time thing -- it would just get exhausting if it were. But for me, handwaving can quickly become a bad habit; and most of this post revolves around using shopping to start adventures, not to interrupt them. Or at least that&#039;s what I was trying to get across...</description>
		<content:encoded><![CDATA[<p>I tried to make it fairly clear that this <i>can&#8217;t</i> be an all-the-time thing &#8212; it would just get exhausting if it were. But for me, handwaving can quickly become a bad habit; and most of this post revolves around using shopping to start adventures, not to interrupt them. Or at least that&#8217;s what I was trying to get across&#8230;</p>
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		<title>Comment on Goblin Throwdown, Part Two by Molly</title>
		<link>http://tabletopsblog.com/?p=71&#038;cpage=1#comment-105</link>
		<dc:creator>Molly</dc:creator>
		<pubDate>Tue, 15 Jun 2010 14:23:39 +0000</pubDate>
		<guid isPermaLink="false">http://tabletopsblog.com/?p=71#comment-105</guid>
		<description>Excellent adaption to the weirdness that is UA.  And the tone of the writing is spot on too.
.-= Sean Holland´s last blog .. =-.</description>
		<content:encoded><![CDATA[<p>Excellent adaption to the weirdness that is UA.  And the tone of the writing is spot on too.<br />
<span class="cluv"> Sean Holland´s last blog .. <span class="heart_tip_box"><img class="heart_tip" alt="My ComLuv Profile" border="0" width="16" height="14" src="http://tabletopsblog.com/wp-content/plugins/commentluv/images/littleheart.gif"/></span></span></p>
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		<title>Comment on Actual Play Review: 4E Eberron Campaign by Bruce</title>
		<link>http://tabletopsblog.com/?p=98&#038;cpage=1#comment-104</link>
		<dc:creator>Bruce</dc:creator>
		<pubDate>Wed, 19 May 2010 16:46:26 +0000</pubDate>
		<guid isPermaLink="false">http://tabletopsblog.com/?p=98#comment-104</guid>
		<description>A bit of player feedback (horrors!) from the &quot;face&#039;s&quot; point of view:

The social encounters are probably about right, but I think that the huge gap in social skills between the characters makes it a bit tricky.  A skill check for a level 2 character is DC 15 - 25.  Dexter, the face, has at least a 10 in his social skills, and can get up to a 19 in Bluff with the beguiling tongue warlock utility power.  Besides one of the fighters having trained intimidate, I don&#039;t believe there is much else in the way of social skills over 5 - some may be at a 0 modifier.  This huge difference in skill levels make it hard to plan for even difficulty levels across the board - either Dexter blows through everything or the others don&#039;t stand a chance in a social setting, which could stall things out and make for a boring game.  Guy&#039;s player has shown that given the opportunity to role play an investigation encounter rather than roll play.  Unfortunately, this can slow down the game significantly for otherwise fairly insignificant encounters with minor PC&#039;s.  There are times when a die roll could suffice to keep the story moving (though I will happily note that Guy&#039;s player did an outstanding job of really milking the NPC for information in character).

It&#039;s just boiling down to balancing the time input for each of the encounters in order to keep the game moving and interesting for everyone.  Also, splitting the party isn&#039;t just confusing for the DM.  It&#039;s really hard to follow for the players, too.  Of course, keeping us from splitting up is easier said than done.</description>
		<content:encoded><![CDATA[<p>A bit of player feedback (horrors!) from the &#8220;face&#8217;s&#8221; point of view:</p>
<p>The social encounters are probably about right, but I think that the huge gap in social skills between the characters makes it a bit tricky.  A skill check for a level 2 character is DC 15 &#8211; 25.  Dexter, the face, has at least a 10 in his social skills, and can get up to a 19 in Bluff with the beguiling tongue warlock utility power.  Besides one of the fighters having trained intimidate, I don&#8217;t believe there is much else in the way of social skills over 5 &#8211; some may be at a 0 modifier.  This huge difference in skill levels make it hard to plan for even difficulty levels across the board &#8211; either Dexter blows through everything or the others don&#8217;t stand a chance in a social setting, which could stall things out and make for a boring game.  Guy&#8217;s player has shown that given the opportunity to role play an investigation encounter rather than roll play.  Unfortunately, this can slow down the game significantly for otherwise fairly insignificant encounters with minor PC&#8217;s.  There are times when a die roll could suffice to keep the story moving (though I will happily note that Guy&#8217;s player did an outstanding job of really milking the NPC for information in character).</p>
<p>It&#8217;s just boiling down to balancing the time input for each of the encounters in order to keep the game moving and interesting for everyone.  Also, splitting the party isn&#8217;t just confusing for the DM.  It&#8217;s really hard to follow for the players, too.  Of course, keeping us from splitting up is easier said than done.</p>
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		<title>Comment on 4E: Prepared Rituals by Geek Ken</title>
		<link>http://tabletopsblog.com/?p=23&#038;cpage=1#comment-103</link>
		<dc:creator>Geek Ken</dc:creator>
		<pubDate>Thu, 14 Jan 2010 01:58:02 +0000</pubDate>
		<guid isPermaLink="false">http://www.gpwoodward.net/?p=23#comment-103</guid>
		<description>I&#039;ve been thinking something similar. I&#039;m considering having players being able to pre-cast a ritual and have it &#039;bound&#039; to some focus. Expend the focus at a later time during the day to cast the ritual as a standard action. I have to agree that spending 10 minutes to cast knock, rather than the entire party assisting the fighter to break it down, doesn&#039;t make much sense.
.-= Geek Ken´s last blog: &lt;a href=&quot;http://geekken.blogspot.com/2010/01/congrats-to-newbiedmcom.html&quot; rel=&quot;nofollow&quot;&gt;Congrats to NewbieDM.com&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p>I&#8217;ve been thinking something similar. I&#8217;m considering having players being able to pre-cast a ritual and have it &#8216;bound&#8217; to some focus. Expend the focus at a later time during the day to cast the ritual as a standard action. I have to agree that spending 10 minutes to cast knock, rather than the entire party assisting the fighter to break it down, doesn&#8217;t make much sense.<br />
<span class="cluv"> Geek Ken´s last blog: <a href="http://geekken.blogspot.com/2010/01/congrats-to-newbiedmcom.html" rel="nofollow">Congrats to NewbieDM.com</a> <span class="heart_tip_box"><img class="heart_tip" alt="My ComLuv Profile" border="0" width="16" height="14" src="http://tabletopsblog.com/wp-content/plugins/commentluv/images/littleheart.gif"/></span></span></p>
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		<title>Comment on 4E: Prepared Rituals by Car insurance claims &#62;&#62; http://onlinecarinsuranceclaims.com/</title>
		<link>http://tabletopsblog.com/?p=23&#038;cpage=1#comment-97</link>
		<dc:creator>Car insurance claims &#62;&#62; http://onlinecarinsuranceclaims.com/</dc:creator>
		<pubDate>Mon, 23 Nov 2009 20:31:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.gpwoodward.net/?p=23#comment-97</guid>
		<description>[... - tabletopsblog.com is other must see place of advice. Car insurance claims  [... -</description>
		<content:encoded><![CDATA[<p>[... - tabletopsblog.com is other must see place of advice. Car insurance claims  [... -</p>
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		<title>Comment on More Thoughts on Mage, and Hints of Something Cool by ScottM</title>
		<link>http://tabletopsblog.com/?p=126&#038;cpage=1#comment-95</link>
		<dc:creator>ScottM</dc:creator>
		<pubDate>Tue, 10 Nov 2009 17:59:17 +0000</pubDate>
		<guid isPermaLink="false">http://tabletopsblog.com/?p=126#comment-95</guid>
		<description>Spheres are tricky; they are one of the parts that I&#039;ve had the most trouble guiding my players through in the first sessions of the game.

One useful thing that I have done is to write down rotes for players that demonstrate what can be accomplished. You might benefit from doing the same-- look at your character&#039;s personality and see if there is magic that fits, that you&#039;ll probably try often. [Sensing magic does well for detective types; fireballs for the combative, etc.] See if you can create the effect-- which spheres it takes. If you can&#039;t, see if there&#039;s a different approach that leads to a similar end result. [Maybe you want a fireball, but you&#039;re no expert in forces. A good dose of Entropy might cause a nearby gas main to fail, or perhaps you could call a spirit of fire to immolate your opponents instead.] 

The &quot;play&quot; of trying to do something and seeing how close you can come is a good way to stretch those mental muscles. Don&#039;t worry though-- everyone struggles at first!</description>
		<content:encoded><![CDATA[<p>Spheres are tricky; they are one of the parts that I&#8217;ve had the most trouble guiding my players through in the first sessions of the game.</p>
<p>One useful thing that I have done is to write down rotes for players that demonstrate what can be accomplished. You might benefit from doing the same&#8211; look at your character&#8217;s personality and see if there is magic that fits, that you&#8217;ll probably try often. [Sensing magic does well for detective types; fireballs for the combative, etc.] See if you can create the effect&#8211; which spheres it takes. If you can&#8217;t, see if there&#8217;s a different approach that leads to a similar end result. [Maybe you want a fireball, but you're no expert in forces. A good dose of Entropy might cause a nearby gas main to fail, or perhaps you could call a spirit of fire to immolate your opponents instead.] </p>
<p>The &#8220;play&#8221; of trying to do something and seeing how close you can come is a good way to stretch those mental muscles. Don&#8217;t worry though&#8211; everyone struggles at first!</p>
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		<title>Comment on Oh, Hey, a Mage Game! by Kasin Deswind</title>
		<link>http://tabletopsblog.com/?p=124&#038;cpage=1#comment-94</link>
		<dc:creator>Kasin Deswind</dc:creator>
		<pubDate>Wed, 04 Nov 2009 23:03:24 +0000</pubDate>
		<guid isPermaLink="false">http://tabletopsblog.com/?p=124#comment-94</guid>
		<description>I usually read through the traditions and then the merits and flaws and find something that strickes my fansy and run full tilt with it.  Then once i have a basic idea for the character i go back and see where they most likely fit; and if they don&#039;t fit anywhere exactally thats ok.  your character just needs to lean in the general direction of the tradition.  Or you can go the hollow one route which is the non tradition, tradition.  I guess my basic idea is to build a person first and then fit the game around them.</description>
		<content:encoded><![CDATA[<p>I usually read through the traditions and then the merits and flaws and find something that strickes my fansy and run full tilt with it.  Then once i have a basic idea for the character i go back and see where they most likely fit; and if they don&#8217;t fit anywhere exactally thats ok.  your character just needs to lean in the general direction of the tradition.  Or you can go the hollow one route which is the non tradition, tradition.  I guess my basic idea is to build a person first and then fit the game around them.</p>
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		<title>Comment on A Few Thoughts About Birthright by Sean Holland</title>
		<link>http://tabletopsblog.com/?p=121&#038;cpage=1#comment-86</link>
		<dc:creator>Sean Holland</dc:creator>
		<pubDate>Fri, 23 Oct 2009 03:08:22 +0000</pubDate>
		<guid isPermaLink="false">http://tabletopsblog.com/?p=121#comment-86</guid>
		<description>I am glad the Stellar Goblin tickle your fancy.

I always wanted to try some Birthright, playing rulers always seemed like fun and there were some very neat ideas there.  Hope you have a great time this weekend!
.-= Sean Holland´s last blog: &lt;a href=&quot;http://seaofstarsrpg.wordpress.com/2009/10/21/game-theory-moral-dilemmas-playing-evil/&quot; rel=&quot;nofollow&quot;&gt;Game Theory – Moral Dilemmas: Playing Evil&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p>I am glad the Stellar Goblin tickle your fancy.</p>
<p>I always wanted to try some Birthright, playing rulers always seemed like fun and there were some very neat ideas there.  Hope you have a great time this weekend!<br />
<span class="cluv"> Sean Holland´s last blog: <a href="http://seaofstarsrpg.wordpress.com/2009/10/21/game-theory-moral-dilemmas-playing-evil/" rel="nofollow">Game Theory – Moral Dilemmas: Playing Evil</a> <span class="heart_tip_box"><img class="heart_tip" alt="My ComLuv Profile" border="0" width="16" height="14" src="http://tabletopsblog.com/wp-content/plugins/commentluv/images/littleheart.gif"/></span></span></p>
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		<title>Comment on Six Ways to Make In-Game Shopping More Interesting Than a Wal-Mart Run by LibraryRowan</title>
		<link>http://tabletopsblog.com/?p=110&#038;cpage=1#comment-84</link>
		<dc:creator>LibraryRowan</dc:creator>
		<pubDate>Wed, 21 Oct 2009 02:26:04 +0000</pubDate>
		<guid isPermaLink="false">http://tabletopsblog.com/?p=110#comment-84</guid>
		<description>Also, no offence meant, but handwaving gets awfully boring, especially if there&#039;s players who DON&#039;T need/want to Wal-Mart.  You say they find what they need, but that&#039;s still at least 30 minutes of roaming through sourcebooks while the rest of the game stagnates.

  If you&#039;re going to go that route, a better idea may be to just tell your players to prepare lists of all the things they want to Wal-Mart and then have them show you the list before the game starts - you can yea or nay individual things on there, and you&#039;re saving precious game-time. 

I like the &#039;make it interesting&#039; approach much better in general, but that&#039;s because I&#039;m an awful gamer (no head for numbers), and a much better roleplayer.  I prefer non-combat play, and anything that gives me more of it is good.</description>
		<content:encoded><![CDATA[<p>Also, no offence meant, but handwaving gets awfully boring, especially if there&#8217;s players who DON&#8217;T need/want to Wal-Mart.  You say they find what they need, but that&#8217;s still at least 30 minutes of roaming through sourcebooks while the rest of the game stagnates.</p>
<p>  If you&#8217;re going to go that route, a better idea may be to just tell your players to prepare lists of all the things they want to Wal-Mart and then have them show you the list before the game starts &#8211; you can yea or nay individual things on there, and you&#8217;re saving precious game-time. </p>
<p>I like the &#8216;make it interesting&#8217; approach much better in general, but that&#8217;s because I&#8217;m an awful gamer (no head for numbers), and a much better roleplayer.  I prefer non-combat play, and anything that gives me more of it is good.</p>
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		<title>Comment on A Gauntlet Thrown Down (Over Goblins), Part 1 by Sean Holland</title>
		<link>http://tabletopsblog.com/?p=68&#038;cpage=1#comment-73</link>
		<dc:creator>Sean Holland</dc:creator>
		<pubDate>Sat, 17 Oct 2009 01:55:58 +0000</pubDate>
		<guid isPermaLink="false">http://tabletopsblog.com/?p=68#comment-73</guid>
		<description>And I have answered your challenge, sir!
.-= Sean Holland´s last blog: &lt;a href=&quot;http://seaofstarsrpg.wordpress.com/2009/10/16/new-monster-goblin-stellar/&quot; rel=&quot;nofollow&quot;&gt;New Monster – Goblin (Stellar)&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p>And I have answered your challenge, sir!<br />
<span class="cluv"> Sean Holland´s last blog: <a href="http://seaofstarsrpg.wordpress.com/2009/10/16/new-monster-goblin-stellar/" rel="nofollow">New Monster – Goblin (Stellar)</a> <span class="heart_tip_box"><img class="heart_tip" alt="My ComLuv Profile" border="0" width="16" height="14" src="http://tabletopsblog.com/wp-content/plugins/commentluv/images/littleheart.gif"/></span></span></p>
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