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	<title>Comments on: Save Keys to open doors&#8230;</title>
	<atom:link href="http://chattydm.net/2007/10/17/save-keys-to-open-doors/feed/" rel="self" type="application/rss+xml" />
	<link>http://chattydm.net/2007/10/17/save-keys-to-open-doors/</link>
	<description>Like Hanging at the Cash Register of your Favorite Game Store</description>
	<pubDate>Wed, 07 Jan 2009 19:43:45 +0000</pubDate>
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		<title>By: ChattyDM</title>
		<link>http://chattydm.net/2007/10/17/save-keys-to-open-doors/comment-page-1/#comment-435</link>
		<dc:creator>ChattyDM</dc:creator>
		<pubDate>Sat, 20 Oct 2007 13:47:00 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=96#comment-435</guid>
		<description>Hey Ben,&lt;br/&gt;&lt;br/&gt;You are right that I will touch in this in later posts.&lt;br/&gt;&lt;br/&gt;As for your potential issues with stifled organic growth, allow me a few suggestions:&lt;br/&gt;&lt;br/&gt;Instead of having the possibility of closing a key and collect a 'turning point in character development' reward, allow players to switch one of their keys each time they leveling up.  &lt;br/&gt;&lt;br/&gt;Also, if you check the Sweet20 reference, characters gain more keys as they level up,broadening their char.dev. options.&lt;br/&gt;&lt;br/&gt;My 2 cents.</description>
		<content:encoded><![CDATA[<p>Hey Ben,</p>
<p>You are right that I will touch in this in later posts.</p>
<p>As for your potential issues with stifled organic growth, allow me a few suggestions:</p>
<p>Instead of having the possibility of closing a key and collect a &#8216;turning point in character development&#8217; reward, allow players to switch one of their keys each time they leveling up.  </p>
<p>Also, if you check the Sweet20 reference, characters gain more keys as they level up,broadening their char.dev. options.</p>
<p>My 2 cents.</p>
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		<title>By: ben.c</title>
		<link>http://chattydm.net/2007/10/17/save-keys-to-open-doors/comment-page-1/#comment-429</link>
		<dc:creator>ben.c</dc:creator>
		<pubDate>Fri, 19 Oct 2007 22:16:00 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=96#comment-429</guid>
		<description>This is quite an intriguing idea, and one I'm considering for my home game.  We definitely have more of a story-oriented game than a dungeon crawl--though of course, there are still dungeons to be crawled, and while I award XP for RPing (and take a little off XP for combat to balance), it'd be nice to use a clearer system like this.&lt;br/&gt;&lt;br/&gt;Reading about these keys actually reminds me a lot of True20's virtues and vices, and if I use this key system, I might encourage/force my players to choose a key that's a virtue, and a key that's a vice.  Obviously, the Paladin will likely have a pretty tame vice, and even then not act on it much, but for the rogue or the barbarian, it could stimulate some pretty interesting situations.&lt;br/&gt;&lt;br/&gt;My big worry, however, is that these will become too prescriptive.  I'd like the players to be able to develop their characters organically, so I'm thinking about some system where they can swap them out fairly easily, though not easily enough that they can use them to maximize XP each session based on expectations.&lt;br/&gt;&lt;br/&gt;I'd be interested in hearing how this turns out once you've played with it a couple times, and I expect that I will.</description>
		<content:encoded><![CDATA[<p>This is quite an intriguing idea, and one I&#8217;m considering for my home game.  We definitely have more of a story-oriented game than a dungeon crawl&#8211;though of course, there are still dungeons to be crawled, and while I award XP for RPing (and take a little off XP for combat to balance), it&#8217;d be nice to use a clearer system like this.</p>
<p>Reading about these keys actually reminds me a lot of True20&#8217;s virtues and vices, and if I use this key system, I might encourage/force my players to choose a key that&#8217;s a virtue, and a key that&#8217;s a vice.  Obviously, the Paladin will likely have a pretty tame vice, and even then not act on it much, but for the rogue or the barbarian, it could stimulate some pretty interesting situations.</p>
<p>My big worry, however, is that these will become too prescriptive.  I&#8217;d like the players to be able to develop their characters organically, so I&#8217;m thinking about some system where they can swap them out fairly easily, though not easily enough that they can use them to maximize XP each session based on expectations.</p>
<p>I&#8217;d be interested in hearing how this turns out once you&#8217;ve played with it a couple times, and I expect that I will.</p>
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		<title>By: ChattyDM</title>
		<link>http://chattydm.net/2007/10/17/save-keys-to-open-doors/comment-page-1/#comment-420</link>
		<dc:creator>ChattyDM</dc:creator>
		<pubDate>Thu, 18 Oct 2007 07:33:00 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=96#comment-420</guid>
		<description>Hey Andy!  Thanks for dropping by!</description>
		<content:encoded><![CDATA[<p>Hey Andy!  Thanks for dropping by!</p>
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		<title>By: Andy</title>
		<link>http://chattydm.net/2007/10/17/save-keys-to-open-doors/comment-page-1/#comment-419</link>
		<dc:creator>Andy</dc:creator>
		<pubDate>Thu, 18 Oct 2007 04:11:00 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=96#comment-419</guid>
		<description>Found my here via the mybloglog crumb path you left behind :)&lt;br/&gt;&lt;br/&gt;Nice blog, i'm subscribed now. I'll link here Friday from Geeknews.</description>
		<content:encoded><![CDATA[<p>Found my here via the mybloglog crumb path you left behind <img src='http://chattydm.net/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Nice blog, i&#8217;m subscribed now. I&#8217;ll link here Friday from Geeknews.</p>
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