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	<title>Comments on: Interaction Games</title>
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	<description>If thou gaze long into the game, the game will also gaze into thee.</description>
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		<title>By: Joe McDonald</title>
		<link>http://www.berengad.com/blog/?p=40&#038;cpage=1#comment-219</link>
		<dc:creator>Joe McDonald</dc:creator>
		<pubDate>Sun, 09 Aug 2009 00:51:24 +0000</pubDate>
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		<description>Hey Matt,

I&#039;ve been playing PTA recently too. My situation is the same as Christian&#039;s: everything in that game supports character interaction really well, except for the &quot;have a conflict in every scene, then end the scene&quot; rule.

I played PTA today, forgoing that rule. Some scenes had 2 conflicts. Some had 1. Some had zero, but built dramatic tension. Some scenes were purely dialogue and character exposition, with no conflicts introduced or escalated.

The game, IMO, works better this way.</description>
		<content:encoded><![CDATA[<p>Hey Matt,</p>
<p>I&#8217;ve been playing PTA recently too. My situation is the same as Christian&#8217;s: everything in that game supports character interaction really well, except for the &#8220;have a conflict in every scene, then end the scene&#8221; rule.</p>
<p>I played PTA today, forgoing that rule. Some scenes had 2 conflicts. Some had 1. Some had zero, but built dramatic tension. Some scenes were purely dialogue and character exposition, with no conflicts introduced or escalated.</p>
<p>The game, IMO, works better this way.</p>
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		<title>By: Colin</title>
		<link>http://www.berengad.com/blog/?p=40&#038;cpage=1#comment-205</link>
		<dc:creator>Colin</dc:creator>
		<pubDate>Tue, 28 Jul 2009 16:40:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.berengad.com/blog/?p=40#comment-205</guid>
		<description>Mostly just nodding my head in agreement here, Christian. As producer of the show, I&#039;m constantly guided by a number of indicators -

- Who is in the spotlight, who is supporting cast, and who is a walk-on
- How much time we have left in the show this week
- How much budget I have left
- What options do I have for bringing out character issues, and for developing whatever &quot;plot&quot; (and I use the term loosely) is out there

Agreed - definitely not freeform. Indeed, I doubt I&#039;d be able to take on a Producer/GM role in a totally freeform game - I need some hand-holding.

I feel like we&#039;re struggling a bit to find a use for conflicts in our game. So far, they seem to be good for times when, as a viewer, we are thinking &quot;I have no idea what&#039;s going to happen next, but I can&#039;t wait to find out.&quot; 

Thing is, we have just as many times where something just seems inevitable to all of us, and we nod our heads and say &quot;yep, that&#039;s what should happen&quot;. 

It&#039;s like we&#039;re exploring and revealing events that have been predetermined in part by the initial conditions. *We* can&#039;t always forsee them, so we&#039;re surprised when they come up, but we recognize them when they&#039;re revealed.

Thanks for a great post!</description>
		<content:encoded><![CDATA[<p>Mostly just nodding my head in agreement here, Christian. As producer of the show, I&#8217;m constantly guided by a number of indicators -</p>
<p>- Who is in the spotlight, who is supporting cast, and who is a walk-on<br />
- How much time we have left in the show this week<br />
- How much budget I have left<br />
- What options do I have for bringing out character issues, and for developing whatever &#8220;plot&#8221; (and I use the term loosely) is out there</p>
<p>Agreed &#8211; definitely not freeform. Indeed, I doubt I&#8217;d be able to take on a Producer/GM role in a totally freeform game &#8211; I need some hand-holding.</p>
<p>I feel like we&#8217;re struggling a bit to find a use for conflicts in our game. So far, they seem to be good for times when, as a viewer, we are thinking &#8220;I have no idea what&#8217;s going to happen next, but I can&#8217;t wait to find out.&#8221; </p>
<p>Thing is, we have just as many times where something just seems inevitable to all of us, and we nod our heads and say &#8220;yep, that&#8217;s what should happen&#8221;. </p>
<p>It&#8217;s like we&#8217;re exploring and revealing events that have been predetermined in part by the initial conditions. *We* can&#8217;t always forsee them, so we&#8217;re surprised when they come up, but we recognize them when they&#8217;re revealed.</p>
<p>Thanks for a great post!</p>
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		<title>By: Christian</title>
		<link>http://www.berengad.com/blog/?p=40&#038;cpage=1#comment-204</link>
		<dc:creator>Christian</dc:creator>
		<pubDate>Tue, 28 Jul 2009 13:04:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.berengad.com/blog/?p=40#comment-204</guid>
		<description>Thanks, Matthijs, I&#039;ll look into those.

Matt, the only thing necessary to drift PTA this way is not to have conflicts all the time. Not that much of a change, really :)  It&#039;s not actually freeform play; there&#039;s a lot more structure there, and all of the rules are being used.  I just think the resolution rules are overrated when compared to the other rules in PTA, which have a huge impact on play.  Like I said, the structuring effect of Screen Presence is actually more impactful than its role for conflict resolution.</description>
		<content:encoded><![CDATA[<p>Thanks, Matthijs, I&#8217;ll look into those.</p>
<p>Matt, the only thing necessary to drift PTA this way is not to have conflicts all the time. Not that much of a change, really <img src='http://www.berengad.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />   It&#8217;s not actually freeform play; there&#8217;s a lot more structure there, and all of the rules are being used.  I just think the resolution rules are overrated when compared to the other rules in PTA, which have a huge impact on play.  Like I said, the structuring effect of Screen Presence is actually more impactful than its role for conflict resolution.</p>
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		<title>By: Matt Wilson</title>
		<link>http://www.berengad.com/blog/?p=40&#038;cpage=1#comment-203</link>
		<dc:creator>Matt Wilson</dc:creator>
		<pubDate>Tue, 28 Jul 2009 11:11:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.berengad.com/blog/?p=40#comment-203</guid>
		<description>It always cracks me up when people drift Primetime Adventures to play freeform. I don&#039;t like freeform at all, and intended the game to be as un-freeform as possible.</description>
		<content:encoded><![CDATA[<p>It always cracks me up when people drift Primetime Adventures to play freeform. I don&#8217;t like freeform at all, and intended the game to be as un-freeform as possible.</p>
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		<title>By: Matthijs</title>
		<link>http://www.berengad.com/blog/?p=40&#038;cpage=1#comment-202</link>
		<dc:creator>Matthijs</dc:creator>
		<pubDate>Tue, 28 Jul 2009 06:23:57 +0000</pubDate>
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		<description>Hi, Christian. Have you checked out any of the Norwegian Style games? It sounds like Lost Memories, The Father, Fuck Youth and others might be right up your alley.</description>
		<content:encoded><![CDATA[<p>Hi, Christian. Have you checked out any of the Norwegian Style games? It sounds like Lost Memories, The Father, Fuck Youth and others might be right up your alley.</p>
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