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	<title>Comments on: Chatty’s Review: Silvervine Chapter 1, First impressions</title>
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	<link>http://chattydm.net/2008/01/01/chatty%e2%80%99s-review-silvervine-chapter-1-first-impressions/</link>
	<description>Like Hanging at the Cash Register of your Favorite Game Store</description>
	<pubDate>Wed, 07 Jan 2009 23:18:26 +0000</pubDate>
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		<title>By: ChattyDM</title>
		<link>http://chattydm.net/2008/01/01/chatty%e2%80%99s-review-silvervine-chapter-1-first-impressions/comment-page-1/#comment-1195</link>
		<dc:creator>ChattyDM</dc:creator>
		<pubDate>Thu, 03 Jan 2008 20:53:00 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/2008/01/01/chatty%e2%80%99s-review-silvervine-chapter-1-first-impressions/#comment-1195</guid>
		<description>I see that you're going with Tommi's comment that says that play style should be built into the core philosophy of the game and give all the tools needed to achieve that philosophy.

"but we’re definitely trying to aim for our own little niche."

That one sentence, to me,  clarifies a lot of what Silvervine goes for and I'll look at it with a more 'story-telling' eye.

Cool John!</description>
		<content:encoded><![CDATA[<p>I see that you&#8217;re going with Tommi&#8217;s comment that says that play style should be built into the core philosophy of the game and give all the tools needed to achieve that philosophy.</p>
<p>&#8220;but we’re definitely trying to aim for our own little niche.&#8221;</p>
<p>That one sentence, to me,  clarifies a lot of what Silvervine goes for and I&#8217;ll look at it with a more &#8217;story-telling&#8217; eye.</p>
<p>Cool John!</p>
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		<title>By: John Arcadian</title>
		<link>http://chattydm.net/2008/01/01/chatty%e2%80%99s-review-silvervine-chapter-1-first-impressions/comment-page-1/#comment-1194</link>
		<dc:creator>John Arcadian</dc:creator>
		<pubDate>Thu, 03 Jan 2008 20:46:36 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/2008/01/01/chatty%e2%80%99s-review-silvervine-chapter-1-first-impressions/#comment-1194</guid>
		<description>I don't know that I would say that our style is "better" than another style, but it is certainly the style that we push with 

the game.

The way I see it is DND is excellent for crunch based adventure. If that is what you want out of a game you are going to play 

that. I play DND on sunday with a Geshtalt Swashbuckler/Rogue/Duskblade Changeling, and I love it

If we weren't offering something different with our experience, something that isnt' in other games, then there is no reason to play our game over theirs. The same can be said in comparison of any gaming system I think.  White wolf offers great focused characterization in the themes of its games. If I want to play a vampire or a werewolf in a complicated political dance, and I often do, I'll be right there in the WoD.  If I want to cobble together some very odd settings then I'm grabbing 2 gurps books off the shelf and combining them into what I want, per Robin Laws.  

I can see where that vibe might be gotten, but part of the reason that the first chapter is written that way is to show that there is a different experience to be had here. Emphasizing what makes us unique to our audience. I  don't think we do better than another style of play, but we're definitely trying to aim for our own little niche.</description>
		<content:encoded><![CDATA[<p>I don&#8217;t know that I would say that our style is &#8220;better&#8221; than another style, but it is certainly the style that we push with </p>
<p>the game.</p>
<p>The way I see it is DND is excellent for crunch based adventure. If that is what you want out of a game you are going to play </p>
<p>that. I play DND on sunday with a Geshtalt Swashbuckler/Rogue/Duskblade Changeling, and I love it</p>
<p>If we weren&#8217;t offering something different with our experience, something that isnt&#8217; in other games, then there is no reason to play our game over theirs. The same can be said in comparison of any gaming system I think.  White wolf offers great focused characterization in the themes of its games. If I want to play a vampire or a werewolf in a complicated political dance, and I often do, I&#8217;ll be right there in the WoD.  If I want to cobble together some very odd settings then I&#8217;m grabbing 2 gurps books off the shelf and combining them into what I want, per Robin Laws.  </p>
<p>I can see where that vibe might be gotten, but part of the reason that the first chapter is written that way is to show that there is a different experience to be had here. Emphasizing what makes us unique to our audience. I  don&#8217;t think we do better than another style of play, but we&#8217;re definitely trying to aim for our own little niche.</p>
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		<title>By: ChattyDM</title>
		<link>http://chattydm.net/2008/01/01/chatty%e2%80%99s-review-silvervine-chapter-1-first-impressions/comment-page-1/#comment-1193</link>
		<dc:creator>ChattyDM</dc:creator>
		<pubDate>Thu, 03 Jan 2008 14:29:06 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/2008/01/01/chatty%e2%80%99s-review-silvervine-chapter-1-first-impressions/#comment-1193</guid>
		<description>The game seems to make a point of being built on Shared-narrative over GM narrative... 

which means that it's not the GM blabbering on and on and on about the story as I've seen WoD GMs do when I was at the McGill's gaming Club in the early-mid 90s.

As for the cinematics part, so far I think it means 2 things:

1) If you can think of any skills or situations that would make your challenge roll easier, tell the GM and he'll help you with cool bonuses (Lower the difficulty and grant extra dice rolls to meet the difficulty, more on this in the next post).

2) If you want to do something cool that has no impact on the actual metrics of the game, go wild.

As for the 'better' claim... they don't actually go out and say it, but I get that vibe from the choice of adjectives to qualify Silvervine...
 </description>
		<content:encoded><![CDATA[<p>The game seems to make a point of being built on Shared-narrative over GM narrative&#8230; </p>
<p>which means that it&#8217;s not the GM blabbering on and on and on about the story as I&#8217;ve seen WoD GMs do when I was at the McGill&#8217;s gaming Club in the early-mid 90s.</p>
<p>As for the cinematics part, so far I think it means 2 things:</p>
<p>1) If you can think of any skills or situations that would make your challenge roll easier, tell the GM and he&#8217;ll help you with cool bonuses (Lower the difficulty and grant extra dice rolls to meet the difficulty, more on this in the next post).</p>
<p>2) If you want to do something cool that has no impact on the actual metrics of the game, go wild.</p>
<p>As for the &#8216;better&#8217; claim&#8230; they don&#8217;t actually go out and say it, but I get that vibe from the choice of adjectives to qualify Silvervine&#8230;</p>
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		<title>By: Graham&#124;ve4grm</title>
		<link>http://chattydm.net/2008/01/01/chatty%e2%80%99s-review-silvervine-chapter-1-first-impressions/comment-page-1/#comment-1184</link>
		<dc:creator>Graham&#124;ve4grm</dc:creator>
		<pubDate>Thu, 03 Jan 2008 03:11:35 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/2008/01/01/chatty%e2%80%99s-review-silvervine-chapter-1-first-impressions/#comment-1184</guid>
		<description>"Shared Narrative" is usually completely divorced from mechanics.  I've actually been doing a fair amount of that with my d20 game lately.

But the cinematic parts, where you get bonuses or whatever by doing things in cinematic ways, definitely encourages players to take the active narrative role.

As for styles of play, however, shared narrative works equally well for dungeon crawls as it does for politics.

Doe the game emphasize one of those play styles over another?  Or just the shared narrative style over a GM's narrative?

If it's the latter, I find it a lot less objectionable than the Planescape example, though I still don't like it if they are claiming it to be a "better" way, as opposed to just a different way.</description>
		<content:encoded><![CDATA[<p>&#8220;Shared Narrative&#8221; is usually completely divorced from mechanics.  I&#8217;ve actually been doing a fair amount of that with my d20 game lately.</p>
<p>But the cinematic parts, where you get bonuses or whatever by doing things in cinematic ways, definitely encourages players to take the active narrative role.</p>
<p>As for styles of play, however, shared narrative works equally well for dungeon crawls as it does for politics.</p>
<p>Doe the game emphasize one of those play styles over another?  Or just the shared narrative style over a GM&#8217;s narrative?</p>
<p>If it&#8217;s the latter, I find it a lot less objectionable than the Planescape example, though I still don&#8217;t like it if they are claiming it to be a &#8220;better&#8221; way, as opposed to just a different way.</p>
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		<title>By: greywulf</title>
		<link>http://chattydm.net/2008/01/01/chatty%e2%80%99s-review-silvervine-chapter-1-first-impressions/comment-page-1/#comment-1179</link>
		<dc:creator>greywulf</dc:creator>
		<pubDate>Wed, 02 Jan 2008 22:45:00 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/2008/01/01/chatty%e2%80%99s-review-silvervine-chapter-1-first-impressions/#comment-1179</guid>
		<description>Sounds interesting so far. I usually run for the hills whenver folks call role-playing "narrative storytelling" as that brings back bad memories of Werewolf rpg. Let's not go there, ok? :)

I look forward to seeing the comparison with GURPS.........</description>
		<content:encoded><![CDATA[<p>Sounds interesting so far. I usually run for the hills whenver folks call role-playing &#8220;narrative storytelling&#8221; as that brings back bad memories of Werewolf rpg. Let&#8217;s not go there, ok? <img src='http://chattydm.net/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>I look forward to seeing the comparison with GURPS&#8230;&#8230;&#8230;</p>
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