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	<title>xenoglyph - Topic: &#091;The Heartbreaker War&#093; Editing/Rules Critique</title>
	<link>http://glyphpress.com/talk/forum/game-design-studio/the-heartbreaker-war-editingrules-critique</link>
	<description><![CDATA[the alien writing of designer joshua a.c. newman]]></description>
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	<title>Simon C on &#091;The Heartbreaker War&#093; Editing/Rules Critique</title>
	<link>http://glyphpress.com/talk/forum/game-design-studio/the-heartbreaker-war-editingrules-critique/#p143</link>
	<category>game design studio</category>
	<guid isPermaLink="true">http://glyphpress.com/talk/forum/game-design-studio/the-heartbreaker-war-editingrules-critique/#p143</guid>
	<description><![CDATA[<p>You know how some games have like, pages with pieces of fiction on them that kind of relate to the game? What if I layed the pages out like that? So they&#39;d be like, in a different font or italic or something, and with a page background image, or a fancy border or something.&#160; I think that would say "optional extra" to most readers, right?</p>
<p>Sidebars are another option, but I&#39;d want to be careful about that.&#160; They don&#39;t relate to the text specifically, and that could be confusing.</p>
<p>I&#39;m worried that it&#39;s not immediately apparent that the game has a fixed and specific setting, and you&#39;re not the first person to say so.&#160; I&#39;ll have to tweak the introduction to make that clearer.</p>
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	<pubDate>Mon, 21 Sep 2009 17:34:04 +0000</pubDate>
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	<title>joshua on &#091;The Heartbreaker War&#093; Editing/Rules Critique</title>
	<link>http://glyphpress.com/talk/forum/game-design-studio/the-heartbreaker-war-editingrules-critique/#p142</link>
	<category>game design studio</category>
	<guid isPermaLink="true">http://glyphpress.com/talk/forum/game-design-studio/the-heartbreaker-war-editingrules-critique/#p142</guid>
	<description><![CDATA[<p><strong>Mod post:</strong></p>
<blockquote>
<p>they still interrupt the flow of the text too much.</p>
</blockquote>
<p>You&#39;re stating this as an objective fact. Please don&#39;t do that. Just say what you see and the effect it has on you.</p>
<blockquote>
<p>I think putting them as a sidebar would be less intrusive, yet still distribute the text in a similar way.</p>
</blockquote>
<p>This is borderline. You can suggest something, but putting &#8220;I think&#8221; in front of an an objective appraisal of a matter of opinion is the same thing as above.</p>
<p>This isn&#39;t serious moderation &#8212; you&#39;re not in trouble or nuffin&#39; &#8212; but it&#39;s important to keep these things in mind to keep the conversation flowing productively.</p>
<p>As you were! Good conversation!</p>
]]></description>
	<pubDate>Mon, 21 Sep 2009 17:08:54 +0000</pubDate>
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	<title>Andrew Kenrick on &#091;The Heartbreaker War&#093; Editing/Rules Critique</title>
	<link>http://glyphpress.com/talk/forum/game-design-studio/the-heartbreaker-war-editingrules-critique/#p141</link>
	<category>game design studio</category>
	<guid isPermaLink="true">http://glyphpress.com/talk/forum/game-design-studio/the-heartbreaker-war-editingrules-critique/#p141</guid>
	<description><![CDATA[<p>No, that makes sense. I wasn&#39;t sure at first whether you were shooting for&#160;your own setting for the game&#160;or pitching the game as&#160;a generic fantasy setting. If it&#39;s the former, then the snippets of setting add to the game, if the latter they just confuse the issue.</p>
<p>I think the style at the moment makes them clearly identifiable, but they still interrupt the flow of the text too much. I think putting them as a sidebar would be less intrusive, yet still distribute the text in a similar way.</p>
]]></description>
	<pubDate>Mon, 21 Sep 2009 17:01:29 +0000</pubDate>
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	<title>Simon C on &#091;The Heartbreaker War&#093; Editing/Rules Critique</title>
	<link>http://glyphpress.com/talk/forum/game-design-studio/the-heartbreaker-war-editingrules-critique/#p125</link>
	<category>game design studio</category>
	<guid isPermaLink="true">http://glyphpress.com/talk/forum/game-design-studio/the-heartbreaker-war-editingrules-critique/#p125</guid>
	<description><![CDATA[<p>Thanks Andrew,</p>
<p>I&#39;m reading 6 Bullets now, too.&#160;</p>
<p>My reasoning for putting them in the body of the text, rather than in a "bestiary" at the back or whatever is that I think having some idea of the flavour of monster in the game is a useful thing to have when playing through the game.&#160; For example, during play you&#39;ll find yourself fighting "Foreign Mercenaries" or "Alien Monsters" or "Eldritch Horrors", and I wanted players to have some sense of what that meant.&#160;</p>
<p>I also thought that putting them throughout the text would reinforce the idea that these are just snippets of a larger setting, and that these aren&#39;t the only things in the world, just some ideas.&#160; It also reduces the burden on the reader of having to read and digest a huge block of setting text, which is generally pretty boring unless it&#39;s directly relevant to play.</p>
<p>That said, I&#39;m open to doing it differently, if it still fulfills those same goals.&#160; Do you have any ideas? Maybe something as simple as putting a header on those sections that indicates it&#39;s optional reading? Or maybe it can be solved with layout? Putting them on a seperate page, or in a sidebar?</p>
]]></description>
	<pubDate>Sat, 19 Sep 2009 17:47:42 +0000</pubDate>
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	<title>Andrew Kenrick on &#091;The Heartbreaker War&#093; Editing/Rules Critique</title>
	<link>http://glyphpress.com/talk/forum/game-design-studio/the-heartbreaker-war-editingrules-critique/#p124</link>
	<category>game design studio</category>
	<guid isPermaLink="true">http://glyphpress.com/talk/forum/game-design-studio/the-heartbreaker-war-editingrules-critique/#p124</guid>
	<description><![CDATA[<p>I&#39;m still reading through the document so will hold off on a full critique for now, but from an initial flick through it looks fairly sound. One thing that jarred a little were the boxouts of background (Elves, Orcs etc). They broke up the flow a little too much for my liking. What was the reasoning behind putting them where they are, or in at all?</p>
]]></description>
	<pubDate>Sat, 19 Sep 2009 17:16:04 +0000</pubDate>
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	<title>Simon C on &#091;The Heartbreaker War&#093; Editing/Rules Critique</title>
	<link>http://glyphpress.com/talk/forum/game-design-studio/the-heartbreaker-war-editingrules-critique/#p102</link>
	<category>game design studio</category>
	<guid isPermaLink="true">http://glyphpress.com/talk/forum/game-design-studio/the-heartbreaker-war-editingrules-critique/#p102</guid>
	<description><![CDATA[<p>Here are a couple of specific rules questions, that might be a bit easier than "read my whole thirty page document and tell me what you think":</p>
<p>The basic structure of the game is that every year each player chooses from a small selection of cards to determine what happens to the character in that year of the war.&#160; Each card has its own sub-system for determining what happens.&#160; An archetypal card is "Horrors", which is about your character receiving some permanent psychological issues.&#160; It works like this:</p>
<blockquote>
<p>You describe a horrible experience your character went through, and then the other players (or GM if you have one) decide what the permanent effect on your character is.</p>
</blockquote>
<p>The reason it works like that is because it requires the player to describe something concrete and specific before the other players can make a decision.&#160; It encourages narration in a way that "roll a psychological issue and then describe how your character got it" doesn&#39;t.</p>
<p>So "Horrors" is working well, as are a number of the other cards that use similar systems.</p>
<p>There are a couple of cards that aren&#39;t working so well.</p>
<p>"Tidings from Home" is about the character hearing news from the village they&#39;ve left behind.&#160; This is meant to be a way for the players to add more information about the place where play will eventually take place.&#160; At the moment I&#39;ve got a rudimentary placeholder rule, that just decides whether it&#39;s good news or bad (weighted towards bad) and who narrates.&#160; I think it could be a lot better.&#160; The problem at the moment is that it puts a lot of weight on the shoulders of the player to come up with something interesting and relevant.&#160; I&#39;d like to get some kind of interaction between players happening here&#160;as well.</p>
<p>&#160;Here&#39;s my proposed new rule:</p>
<blockquote>
<p>One player plays the person briging the news.&#160;&#160;The player who drew "Tidings from Home"&#160;asks&#160;them about a specific thing back home, like&#160;"What news from my father?" or "What news about my farm?", and then the other person gives them news.&#160; On a 1-5, it&#39;s bad news, and on a 6-8, it&#39;s good news.&#160; (The game mostly uses d8s)</p>
</blockquote>
<p>Thoughts? Comments?</p>
<p>Another card that&#39;s not working very well is "Marvels".&#160; There&#39;s only one of those cards in the deck.&#160; It represents the character finding something really amazing, a magic item, or something of great value.&#160; Here&#39;s the current placeholder rule:</p>
<blockquote>
<p>Describe what your character found, and how they got it</p>
</blockquote>
<p>So it&#39;s not the best.&#160; The problem is that it is hard to come up with something interesting on the spot.&#160; I&#39;m pretty much at a loss about this one.&#160; I don&#39;t have any smart ideas about making it better.</p>
<p>Nothing in the game is set in stone, so I&#39;d be interested in hearing comments on all the cards&#39; rules.&#160; They&#39;re in a table starting on page 17 of the document.</p>
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	<pubDate>Tue, 15 Sep 2009 17:57:40 +0000</pubDate>
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	<title>Simon C on &#091;The Heartbreaker War&#093; Editing/Rules Critique</title>
	<link>http://glyphpress.com/talk/forum/game-design-studio/the-heartbreaker-war-editingrules-critique/#p95</link>
	<category>game design studio</category>
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	<description><![CDATA[<p>Cool.&#160; I&#39;m looking forward (slightly aprehensively) to your comments.</p>
]]></description>
	<pubDate>Mon, 14 Sep 2009 20:54:46 +0000</pubDate>
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	<title>joshua on &#091;The Heartbreaker War&#093; Editing/Rules Critique</title>
	<link>http://glyphpress.com/talk/forum/game-design-studio/the-heartbreaker-war-editingrules-critique/#p94</link>
	<category>game design studio</category>
	<guid isPermaLink="true">http://glyphpress.com/talk/forum/game-design-studio/the-heartbreaker-war-editingrules-critique/#p94</guid>
	<description><![CDATA[<p>Thanks, Simon! I&#39;ll give this a good look. I know Vincent wanted to participate here, too, but I have to make the forum look like something he can look at at work, so he might be posting only intermittantly until I can make that happen.</p>
]]></description>
	<pubDate>Mon, 14 Sep 2009 18:44:49 +0000</pubDate>
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	<title>Simon C on &#091;The Heartbreaker War&#093; Editing/Rules Critique</title>
	<link>http://glyphpress.com/talk/forum/game-design-studio/the-heartbreaker-war-editingrules-critique/#p91</link>
	<category>game design studio</category>
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	<description><![CDATA[<p>After a marathon layout session, the document is done, and you can download it <a href="http://simoncarryer.googlepages.com/TheHeartbreakerWarv0.2.pdf" target="_blank">here</a>.</p>
<p>The Heartbreaker War is a supplement for any fantasy game.&#160; It&#39;s a campaign setting and character creation system.&#160; You make characters by playing through a terrible civil war in a fantasy setting, where magic is used to horrible effect.&#160; You learn about the war, and the setting, as you play through the game.&#160; The game helps you create interesting characters, and complex relationships between the characters.&#160; You&#39;re then set up to play a game about these scarred, broken characters returning to their home, to fight for everything they have left.</p>
<p>I&#39;ve done some playtesting for the thing, enough to know that the general concept is sound.&#160; There were some issues that came up in the first full-scale playtest, and I&#39;m talking about those in a thread at the Forge, <a href="http://www.indie-rpgs.com/forum/index.php?topic=28711.0" target="_blank">here</a>.</p>
<p>I&#39;m happy to accept any critique of the rules, especially regarding the points raised in the Forge thread.&#160; I have a couple of specific things that I&#39;d like to discuss rules-wise also.</p>
<p>What I&#39;m more interested though in is editing advice.</p>
<p>I think the document is possibly too long, and I&#39;d like opinions on what could be removed.&#160; I also think that the order in which ideas are presented could be shuffled around.&#160; I&#39;d appreciate feedback on whether the document reads all right (overlooking my amateurish layout), and what could be moved, excised, or restated.</p>
<p>I have some more specific questions about individual rules, but it&#39;s late and it can wait &#39;til tomorrow.</p>
]]></description>
	<pubDate>Mon, 14 Sep 2009 04:48:01 +0000</pubDate>
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