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	<title>Comments on: Publishing procedures vs. publishing components</title>
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	<link>http://blog.thomas-robertson.com/69-publishing-procedures-vs-publishing-components</link>
	<description>Inside the Mind of Thomas Robertson</description>
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		<title>By: Rich D.</title>
		<link>http://blog.thomas-robertson.com/69-publishing-procedures-vs-publishing-components/comment-page-1#comment-724</link>
		<dc:creator>Rich D.</dc:creator>
		<pubDate>Wed, 06 Sep 2006 19:04:19 +0000</pubDate>
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		<description>Well the main example we have of that out there is minature gaming where it is what you bought and how you paint it that counts!  I think most of us would agree that wargames and RPG&#039;s are not the same, but miniature games are certainly successful.

Ian&#039;s thought above makes me think of Cheapass games.  Sell the no frills version in a PDF and the deluxe version with all the color coded dice and stuff.</description>
		<content:encoded><![CDATA[<p>Well the main example we have of that out there is minature gaming where it is what you bought and how you paint it that counts!  I think most of us would agree that wargames and RPG&#8217;s are not the same, but miniature games are certainly successful.</p>
<p>Ian&#8217;s thought above makes me think of Cheapass games.  Sell the no frills version in a PDF and the deluxe version with all the color coded dice and stuff.</p>
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		<title>By: Ian Burton-Oakes</title>
		<link>http://blog.thomas-robertson.com/69-publishing-procedures-vs-publishing-components/comment-page-1#comment-723</link>
		<dc:creator>Ian Burton-Oakes</dc:creator>
		<pubDate>Wed, 06 Sep 2006 15:39:44 +0000</pubDate>
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		<description>I am already liking this new short post form a lot.  I can read it at a chop, mull, and come back to reread (quickly again) for absorption.  Way cool.

As to your question--right on.  I think rpg&#039;s, esp. some of the shorter Forge-style games could totally go this route, for different reasons.  In fact, if this could be pushed, I think it could even advance game development--instead of &#039;found&#039; game components, you could design the components to perfectly fit the rules you envision.

Now, what I don&#039;t know is how this would play out in terms of costs-to-publish.  My intuition is that this may be one of the obstacles to this sort of thing.

Imagine 1001 Nights with attractive bowels and a stash of pretty dice, maybe a fancy table cloth (a la Gencon demos) for one nifty route.  Imagine dice with game-specific markings for another.</description>
		<content:encoded><![CDATA[<p>I am already liking this new short post form a lot.  I can read it at a chop, mull, and come back to reread (quickly again) for absorption.  Way cool.</p>
<p>As to your question&#8211;right on.  I think rpg&#8217;s, esp. some of the shorter Forge-style games could totally go this route, for different reasons.  In fact, if this could be pushed, I think it could even advance game development&#8211;instead of &#8216;found&#8217; game components, you could design the components to perfectly fit the rules you envision.</p>
<p>Now, what I don&#8217;t know is how this would play out in terms of costs-to-publish.  My intuition is that this may be one of the obstacles to this sort of thing.</p>
<p>Imagine 1001 Nights with attractive bowels and a stash of pretty dice, maybe a fancy table cloth (a la Gencon demos) for one nifty route.  Imagine dice with game-specific markings for another.</p>
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