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	<title>Comments on: Breaking News &#8211; Playtest #3</title>
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	<link>http://blog.ultrablamtacular.com/2009/02/26/breaking-news-playtest-3/</link>
	<description>Now, with 50% more bawsome!</description>
	<lastBuildDate>Tue, 24 Nov 2009 05:02:02 +0000</lastBuildDate>
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		<title>By: jason</title>
		<link>http://blog.ultrablamtacular.com/2009/02/26/breaking-news-playtest-3/comment-page-1/#comment-61</link>
		<dc:creator>jason</dc:creator>
		<pubDate>Sun, 01 Mar 2009 06:32:49 +0000</pubDate>
		<guid isPermaLink="false">http://blog.ultrablamtacular.com/?p=120#comment-61</guid>
		<description>@Tori - Except for a) when it happens and b) the requirements for a brief roleplaying moment to explain it, Experience is &lt;i&gt;exactly&lt;/i&gt; like filling out the blanks on the character sheet! So, yay!</description>
		<content:encoded><![CDATA[<p>@Tori &#8211; Except for a) when it happens and b) the requirements for a brief roleplaying moment to explain it, Experience is <i>exactly</i> like filling out the blanks on the character sheet! So, yay!</p>
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		<title>By: Tori</title>
		<link>http://blog.ultrablamtacular.com/2009/02/26/breaking-news-playtest-3/comment-page-1/#comment-55</link>
		<dc:creator>Tori</dc:creator>
		<pubDate>Sat, 28 Feb 2009 10:46:21 +0000</pubDate>
		<guid isPermaLink="false">http://blog.ultrablamtacular.com/?p=120#comment-55</guid>
		<description>I totally agree that the whole having the group decide on your weakness is an inspired idea.  It balances characters well to have several minds working on a reasonable and logical weakness.

Attempts work great.  Now the trick for the player to fill in his/her blanks with stuff that&#039;s not so general that it can be used for everything (He has &quot;a bag of stuff!&quot;) without being so specific that it&#039;s useless in most attempts (She can &quot;sculpt figurines of kittens!&quot;)  Obviously the GM will (or should) help, and I think you already have something about this in the rules...?

My biggest problem during this playtest was indeed the Trust/Confidence thing, which is strange since I didn&#039;t have nearly as much confusion with it last time.  However, I may not have been following the rules correctly last time either.  I think a redesigned Trust/Confidence spot on the character sheet will make a world of difference and clear up most confusion.  And maybe have yet another box to put spent Confidence/Trust counters (both yours and others) in for the duration of that turn?

I still don&#039;t understand how experience is different from just filling in the blanks on the character creation sheet, but admittedly my brain was not on planet Earth (maybe it was orbiting my alien&#039;s homeworld...?) during this last playtest.

The glaring problem in the last playtest: We simply ran out of time!  But that&#039;s the fault of our ramblings and the laws of the universe, and has nothing to do with the system.</description>
		<content:encoded><![CDATA[<p>I totally agree that the whole having the group decide on your weakness is an inspired idea.  It balances characters well to have several minds working on a reasonable and logical weakness.</p>
<p>Attempts work great.  Now the trick for the player to fill in his/her blanks with stuff that&#8217;s not so general that it can be used for everything (He has &#8220;a bag of stuff!&#8221;) without being so specific that it&#8217;s useless in most attempts (She can &#8220;sculpt figurines of kittens!&#8221;)  Obviously the GM will (or should) help, and I think you already have something about this in the rules&#8230;?</p>
<p>My biggest problem during this playtest was indeed the Trust/Confidence thing, which is strange since I didn&#8217;t have nearly as much confusion with it last time.  However, I may not have been following the rules correctly last time either.  I think a redesigned Trust/Confidence spot on the character sheet will make a world of difference and clear up most confusion.  And maybe have yet another box to put spent Confidence/Trust counters (both yours and others) in for the duration of that turn?</p>
<p>I still don&#8217;t understand how experience is different from just filling in the blanks on the character creation sheet, but admittedly my brain was not on planet Earth (maybe it was orbiting my alien&#8217;s homeworld&#8230;?) during this last playtest.</p>
<p>The glaring problem in the last playtest: We simply ran out of time!  But that&#8217;s the fault of our ramblings and the laws of the universe, and has nothing to do with the system.</p>
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		<title>By: jason</title>
		<link>http://blog.ultrablamtacular.com/2009/02/26/breaking-news-playtest-3/comment-page-1/#comment-51</link>
		<dc:creator>jason</dc:creator>
		<pubDate>Fri, 27 Feb 2009 14:13:07 +0000</pubDate>
		<guid isPermaLink="false">http://blog.ultrablamtacular.com/?p=120#comment-51</guid>
		<description>Yeah, it really was a success. But expectations (mine) were high. Also, remember that what&#039;s here are the impressions from a single chair. I&#039;m hoping that the other playtesters will weigh in, too.</description>
		<content:encoded><![CDATA[<p>Yeah, it really was a success. But expectations (mine) were high. Also, remember that what&#8217;s here are the impressions from a single chair. I&#8217;m hoping that the other playtesters will weigh in, too.</p>
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		<title>By: Dan</title>
		<link>http://blog.ultrablamtacular.com/2009/02/26/breaking-news-playtest-3/comment-page-1/#comment-49</link>
		<dc:creator>Dan</dc:creator>
		<pubDate>Fri, 27 Feb 2009 13:27:15 +0000</pubDate>
		<guid isPermaLink="false">http://blog.ultrablamtacular.com/?p=120#comment-49</guid>
		<description>Sounds like a big success to me - a lot more positives than negatives, and all the negatives have points noted to resolve them. You&#039;re getting there!</description>
		<content:encoded><![CDATA[<p>Sounds like a big success to me &#8211; a lot more positives than negatives, and all the negatives have points noted to resolve them. You&#8217;re getting there!</p>
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