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Technology for roleplaying | Theory meets practicality

Theory meets practicality

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Technology for roleplaying | Theory meets practicality | roleplaytech.wordpress.com Reviews
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Technology for roleplaying | Theory meets practicality | roleplaytech.wordpress.com Reviews

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Theory meets practicality

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1

January | 2008 | Technology for roleplaying

https://roleplaytech.wordpress.com/2008/01

A Idea Concerning Interruptions. January 7, 2008. So, here’s my idea: whenever someone interrupts a scene in progress or makes an out of character comment, they take a poker chip from a pile in the middle of the table. That’s all. At the end of the session, everyone will be able to see where the time goes and make a conscious. You are currently browsing the Technology for roleplaying. Blog archives for January, 2008. A Idea Concerning Interruptions. A Vision For A Functional Group. Cogito, ergo ludo.

2

Technology for roleplaying | Theory meets practicality | Page 2

https://roleplaytech.wordpress.com/page/2

November 28, 2007. This thread over on Story Games. Is one of the best in recent memory. It’s about the assumptions we hold about roleplaying. There are also a number of threads titled “Kill a Cow: (whatever)” devoted to showing ways that the assumptions can be violated. November 27, 2007. Some time ago, while our group was discussing how best to elicit feedback for the GM, someone suggested that player feedback might be worth doing too. Most of us immediately said “No way! Practical Guidelines for GMing.

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A Idea Concerning Interruptions | Technology for roleplaying

https://roleplaytech.wordpress.com/2008/01/07/a-idea-concerning-interruptions

A Idea Concerning Interruptions. So, here’s my idea: whenever someone interrupts a scene in progress or makes an out of character comment, they take a poker chip from a pile in the middle of the table. That’s all. At the end of the session, everyone will be able to see where the time goes and make a conscious. This entry was posted on Monday, January 7th, 2008 at 9:53 pm and is filed under group. You can follow any responses to this entry through the RSS 2.0. Feed You can leave a response.

4

Collaboration and Participation Gone Wrong | Technology for roleplaying

https://roleplaytech.wordpress.com/2007/11/29/collaboration-and-participation-gone-wrong

Collaboration and Participation Gone Wrong. During my session last night, we ran into the age old problem of characters spewing out endless streams of new plans without any of them being acted on. In light of last night (and perhaps some of your roleplaying experiences too), this passage from a post by Levi Kornelsen on Story Games. Seemed worthy of reflection:. 8220;Where collaboration can go south is when it becomes “shallow” and. Starts to override participation. Which has a higher chance of producing...

5

December | 2007 | Technology for roleplaying

https://roleplaytech.wordpress.com/2007/12

A Vision For A Functional Group. December 23, 2007. From the GM, when really I just want different things. Yesterday, someone said “But that’s pandering! This realization catalyzed a new vision for what a functional group would look like to me: The group members would each take responsibility for providing everyone’s fun, including their own. They would acknowledge that each desired kind of fun is valid, and, in a sense, everyone would “pander” to everyone. December 9, 2007. To these guidelines for GMing.

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Technology for roleplaying | Theory meets practicality

A Idea Concerning Interruptions. January 7, 2008. So, here’s my idea: whenever someone interrupts a scene in progress or makes an out of character comment, they take a poker chip from a pile in the middle of the table. That’s all. At the end of the session, everyone will be able to see where the time goes and make a conscious. A Vision For A Functional Group. December 23, 2007. From the GM, when really I just want different things. Yesterday, someone said “But that’s pandering! December 9, 2007. I don&#8...

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