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	<title>Comments on: Authority and context: long-term play and editing</title>
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	<link>http://blog.thomas-robertson.com/91-authority-and-context-long-term-play-and-editing</link>
	<description>Inside the Mind of Thomas Robertson</description>
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		<title>By: Rahvin</title>
		<link>http://blog.thomas-robertson.com/91-authority-and-context-long-term-play-and-editing/comment-page-1#comment-879</link>
		<dc:creator>Rahvin</dc:creator>
		<pubDate>Tue, 17 Oct 2006 23:10:36 +0000</pubDate>
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		<description>Quick summation of my previous comments:  Any method that allows players to contribute to the game outside of an actual playing session, or allows some kind of frequently played mini-session, could help capture or improve this editing experience.  I&#039;ve rarely seen it done, however.</description>
		<content:encoded><![CDATA[<p>Quick summation of my previous comments:  Any method that allows players to contribute to the game outside of an actual playing session, or allows some kind of frequently played mini-session, could help capture or improve this editing experience.  I&#8217;ve rarely seen it done, however.</p>
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		<title>By: Rahvin</title>
		<link>http://blog.thomas-robertson.com/91-authority-and-context-long-term-play-and-editing/comment-page-1#comment-878</link>
		<dc:creator>Rahvin</dc:creator>
		<pubDate>Tue, 17 Oct 2006 23:09:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.thesmerf.com/blog/88-authority-and-context-long-term-play-and-editing#comment-878</guid>
		<description>1) Actually allow editing of characters -- mechanics that promote changes in your character over time, or swapping out one feature for another, or specific temporary resources that could be allocated between intervals of time.

2)  games-within-games:  Quick and rapid exposure to game mechanics during character generation.  DitV has the best example of this I&#039;ve seen, but there have been traditional games with some game element thrown into character generation.  Anything that gets a player from design-mode to play-mode quickly to provide an &quot;editing perspective&quot; as it were.

3)  games-outside-of-games:  Side games within the game that can be played with fewer players than the full group can allow players to gain experience with their characters.  Not as satisfying as full play, but the small boost can help improve the limited time that groups spend together and also provide fewer (or lone?) players with something to play when the full group can&#039;t get together.

4)  Props.  Lots of Props!  - A time-honored tradition of adding to the game experience to providing concrete outside sources to influence the game environment such as pictures, sounds, music, or modelling (my character is like the guy in this movie!).  In a superhero game I played recently, players kept refining the pictures of their characters until they were happy with them and practically every week a new picture was being presented to the group made with one of those computer-art programs.  If that&#039;s not editing in action, I don&#039;t know what is.  And it impacted the game a lot.</description>
		<content:encoded><![CDATA[<p>1) Actually allow editing of characters &#8212; mechanics that promote changes in your character over time, or swapping out one feature for another, or specific temporary resources that could be allocated between intervals of time.</p>
<p>2)  games-within-games:  Quick and rapid exposure to game mechanics during character generation.  DitV has the best example of this I&#8217;ve seen, but there have been traditional games with some game element thrown into character generation.  Anything that gets a player from design-mode to play-mode quickly to provide an &#8220;editing perspective&#8221; as it were.</p>
<p>3)  games-outside-of-games:  Side games within the game that can be played with fewer players than the full group can allow players to gain experience with their characters.  Not as satisfying as full play, but the small boost can help improve the limited time that groups spend together and also provide fewer (or lone?) players with something to play when the full group can&#8217;t get together.</p>
<p>4)  Props.  Lots of Props!  &#8211; A time-honored tradition of adding to the game experience to providing concrete outside sources to influence the game environment such as pictures, sounds, music, or modelling (my character is like the guy in this movie!).  In a superhero game I played recently, players kept refining the pictures of their characters until they were happy with them and practically every week a new picture was being presented to the group made with one of those computer-art programs.  If that&#8217;s not editing in action, I don&#8217;t know what is.  And it impacted the game a lot.</p>
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