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	<title>Comments for Red Earth Saga</title>
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	<description>Welcome to my universe</description>
	<lastBuildDate>Wed, 22 Apr 2009 20:02:37 +0000</lastBuildDate>
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		<title>Comment on Adam beat me at my own game by Citizen Joe</title>
		<link>http://redearthsaga.com/archives/43/comment-page-1#comment-35</link>
		<dc:creator>Citizen Joe</dc:creator>
		<pubDate>Wed, 22 Apr 2009 20:02:37 +0000</pubDate>
		<guid isPermaLink="false">http://redearthsaga.com/?p=43#comment-35</guid>
		<description>My suggestion is that the card represents the skill.  So it would be 2d6+card (where you get to reroll doubles).  You may also have something special if the dice result is the same as the card.  Likewise, there might be a situational card that may be incorporated into the test.  

For example:  Bob is a computer tech person.  He&#039;s very good at it, as represented by his 8 of diamonds in tech skills.  He encounters a numeric combination lock which would be exceedingly difficult to crack.  This would normally require something like a 32 result to guess the right combination (that is about 4 doubles, or 3 doubles plus his tech card 8D).  Fortunately, he happens to have a decryption device (8 of Spades).  At this point he&#039;s got a pair of 8&#039;s, but he still needs like 16 on his 2d6 (at least one double).  But if he hits an 8 off the bat, then he&#039;s got 3 of a kind which should work despite it only totaling 24.

Situational cards should probably be expended upon use, but skill/ability cards would remain.   So in that case, maybe the decrypting device really just burns out the circuitry on the lock or something.  Or maybe it wasn&#039;t a decrypter (8D) maybe it was the passcard Bob snuck out of the receptionist&#039;s purse earlier (8H).

Its all about how you implement your particular hand of cards.</description>
		<content:encoded><![CDATA[<p>My suggestion is that the card represents the skill.  So it would be 2d6+card (where you get to reroll doubles).  You may also have something special if the dice result is the same as the card.  Likewise, there might be a situational card that may be incorporated into the test.  </p>
<p>For example:  Bob is a computer tech person.  He&#8217;s very good at it, as represented by his 8 of diamonds in tech skills.  He encounters a numeric combination lock which would be exceedingly difficult to crack.  This would normally require something like a 32 result to guess the right combination (that is about 4 doubles, or 3 doubles plus his tech card 8D).  Fortunately, he happens to have a decryption device (8 of Spades).  At this point he&#8217;s got a pair of 8&#8217;s, but he still needs like 16 on his 2d6 (at least one double).  But if he hits an 8 off the bat, then he&#8217;s got 3 of a kind which should work despite it only totaling 24.</p>
<p>Situational cards should probably be expended upon use, but skill/ability cards would remain.   So in that case, maybe the decrypting device really just burns out the circuitry on the lock or something.  Or maybe it wasn&#8217;t a decrypter (8D) maybe it was the passcard Bob snuck out of the receptionist&#8217;s purse earlier (8H).</p>
<p>Its all about how you implement your particular hand of cards.</p>
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		<title>Comment on Adam beat me at my own game by admin</title>
		<link>http://redearthsaga.com/archives/43/comment-page-1#comment-30</link>
		<dc:creator>admin</dc:creator>
		<pubDate>Sat, 18 Apr 2009 17:53:05 +0000</pubDate>
		<guid isPermaLink="false">http://redearthsaga.com/?p=43#comment-30</guid>
		<description>So would it be 2d6+skill + card?</description>
		<content:encoded><![CDATA[<p>So would it be 2d6+skill + card?</p>
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		<title>Comment on Adam beat me at my own game by Citizen Joe</title>
		<link>http://redearthsaga.com/archives/43/comment-page-1#comment-29</link>
		<dc:creator>Citizen Joe</dc:creator>
		<pubDate>Fri, 17 Apr 2009 00:07:27 +0000</pubDate>
		<guid isPermaLink="false">http://redearthsaga.com/?p=43#comment-29</guid>
		<description>I&#039;ve been toying around with more &#039;casino mechanics&#039;.  Instead of the d10, try 2d6 and roll again for doubles.  That leaves an open ended result, but about half the time you end up with a 7 or less.  90% of the time it is 12 or less.  Now, if you are appropriately skilled in something, you get to add your card value for the associated skill.  If you&#039;re looking for critical failures, those could come from other people playing situational cards to get narrative control, turning a regular failure into something much worse.

So, something relatively easy, even for a total novice may require a 6.  Meanwhile, something moderately difficult may need an 11.  Possible as an unskilled person, but a real pro (with an appropriate king) would find it child&#039;s play.</description>
		<content:encoded><![CDATA[<p>I&#8217;ve been toying around with more &#8216;casino mechanics&#8217;.  Instead of the d10, try 2d6 and roll again for doubles.  That leaves an open ended result, but about half the time you end up with a 7 or less.  90% of the time it is 12 or less.  Now, if you are appropriately skilled in something, you get to add your card value for the associated skill.  If you&#8217;re looking for critical failures, those could come from other people playing situational cards to get narrative control, turning a regular failure into something much worse.</p>
<p>So, something relatively easy, even for a total novice may require a 6.  Meanwhile, something moderately difficult may need an 11.  Possible as an unskilled person, but a real pro (with an appropriate king) would find it child&#8217;s play.</p>
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		<title>Comment on Episode 3: I played to much Monopoly by admin</title>
		<link>http://redearthsaga.com/archives/39/comment-page-1#comment-28</link>
		<dc:creator>admin</dc:creator>
		<pubDate>Wed, 15 Apr 2009 14:14:49 +0000</pubDate>
		<guid isPermaLink="false">http://redearthsaga.com/?p=39#comment-28</guid>
		<description>OK CJ, you scare me on how much our minds think alike. There is actually a grand design behind it all, or far quite a bit of it. I was thinking that the Niche filled by the Megacorps would evolve with the story.</description>
		<content:encoded><![CDATA[<p>OK CJ, you scare me on how much our minds think alike. There is actually a grand design behind it all, or far quite a bit of it. I was thinking that the Niche filled by the Megacorps would evolve with the story.</p>
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		<title>Comment on Episode 3: I played to much Monopoly by Citizen Joe</title>
		<link>http://redearthsaga.com/archives/39/comment-page-1#comment-25</link>
		<dc:creator>Citizen Joe</dc:creator>
		<pubDate>Sun, 12 Apr 2009 15:42:14 +0000</pubDate>
		<guid isPermaLink="false">http://redearthsaga.com/?p=39#comment-25</guid>
		<description>Nice juicy podcast.  I think that for each Era, there needs to be a set baseline archetypical role filling niche.  How that niche is filled depends on the actions that have come before.  In this podcast, you described a few megacorps, ironically having trouble remembering one of the names.  I suggest that those are really just place holder names and the actual name, and specification for them depend on what came before.  So AeroTech may be the actual Megacorp name, but more likely it describes the niche.  There is a software niche.  There is a medical niche.  There is a space tech niche.  All of those niches need to be filled in order to progress to the next era.  You can have baseline (default) corporations filling those niches, but the &#039;Rise of the Megacorps&#039; era may start with fledgling corps where there is no clear dominant leader in the niche.  The players can act towards filling that niche.

The &#039;Exploring the Solar System&#039; era would have a different set of niches that need to be filled.  The &#039;Leap to the Stars&#039; era has still other niches.   These niches need to be sufficiently broad that the results of prior eras don&#039;t eliminate the succeeding eras.  So, if space exploration is hindered in the Rise of the Megacorps, it should still exist in a smaller way.  Possibly just unmanned probes.  If that gets tanked, the leap to the stars may require &#039;friendly&#039; alien interference, or uncovering stargates or something.  The niches have to get filled somehow, and if you don&#039;t want to rely on deus ex machina, then the final era with time travel could explain how the niches get filled and why there is an intelligence behind WHY they need to be filled.

From a gaming stand point, the players can be a team trying to fill a niche.  When they are done, they could then play another team, in the same era, filling another niche or even a rival.  They could then see how their actions in the first niche affect their current niche filling role.  The meta assumption here is that at some point far into the future, someone with time travel has pushed an agenda to fill a niche in a certain way.  The players don&#039;t need to be the time travelers themselves, but the GM  could provide nudges in some direction.    Time travel and manipulating the past is a tricky thing, you don&#039;t always get the results you expect.</description>
		<content:encoded><![CDATA[<p>Nice juicy podcast.  I think that for each Era, there needs to be a set baseline archetypical role filling niche.  How that niche is filled depends on the actions that have come before.  In this podcast, you described a few megacorps, ironically having trouble remembering one of the names.  I suggest that those are really just place holder names and the actual name, and specification for them depend on what came before.  So AeroTech may be the actual Megacorp name, but more likely it describes the niche.  There is a software niche.  There is a medical niche.  There is a space tech niche.  All of those niches need to be filled in order to progress to the next era.  You can have baseline (default) corporations filling those niches, but the &#8216;Rise of the Megacorps&#8217; era may start with fledgling corps where there is no clear dominant leader in the niche.  The players can act towards filling that niche.</p>
<p>The &#8216;Exploring the Solar System&#8217; era would have a different set of niches that need to be filled.  The &#8216;Leap to the Stars&#8217; era has still other niches.   These niches need to be sufficiently broad that the results of prior eras don&#8217;t eliminate the succeeding eras.  So, if space exploration is hindered in the Rise of the Megacorps, it should still exist in a smaller way.  Possibly just unmanned probes.  If that gets tanked, the leap to the stars may require &#8216;friendly&#8217; alien interference, or uncovering stargates or something.  The niches have to get filled somehow, and if you don&#8217;t want to rely on deus ex machina, then the final era with time travel could explain how the niches get filled and why there is an intelligence behind WHY they need to be filled.</p>
<p>From a gaming stand point, the players can be a team trying to fill a niche.  When they are done, they could then play another team, in the same era, filling another niche or even a rival.  They could then see how their actions in the first niche affect their current niche filling role.  The meta assumption here is that at some point far into the future, someone with time travel has pushed an agenda to fill a niche in a certain way.  The players don&#8217;t need to be the time travelers themselves, but the GM  could provide nudges in some direction.    Time travel and manipulating the past is a tricky thing, you don&#8217;t always get the results you expect.</p>
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		<title>Comment on Taking some things out, for now. by admin</title>
		<link>http://redearthsaga.com/archives/33/comment-page-1#comment-23</link>
		<dc:creator>admin</dc:creator>
		<pubDate>Wed, 08 Apr 2009 16:24:49 +0000</pubDate>
		<guid isPermaLink="false">http://redearthsaga.com/?p=33#comment-23</guid>
		<description>This is a very valid point. The original idea of roles was that in D&amp;D and other similar systems, you can find someone with maybe not as high of a skill in diplomacy take the role of diplomat. I know its usually happens because someone has better rolls that someone else.</description>
		<content:encoded><![CDATA[<p>This is a very valid point. The original idea of roles was that in D&#038;D and other similar systems, you can find someone with maybe not as high of a skill in diplomacy take the role of diplomat. I know its usually happens because someone has better rolls that someone else.</p>
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		<title>Comment on Taking some things out, for now. by Citizen Joe</title>
		<link>http://redearthsaga.com/archives/33/comment-page-1#comment-14</link>
		<dc:creator>Citizen Joe</dc:creator>
		<pubDate>Fri, 03 Apr 2009 03:03:33 +0000</pubDate>
		<guid isPermaLink="false">http://redearthsaga.com/?p=33#comment-14</guid>
		<description>Think about what the role of the Player is.  Not the player&#039;s character, but the player himself.  The player&#039;s role could be to drive the plot in his desired direction.  The characters could almost be disposable.  So, an episodic game may use several very normal people that have been cast into a world shaking situation and it is a question of whether they step up to the challenge or shrink away.  

Assuming that the important thing for the player is that the plot gets driven in his desired direction, for example he may want a specific technology available later, then he can be very heroic in his attempts to aid that cause.  Sacrifice is likely and probably encouraged, but if your character doesn&#039;t succeed in his mission, that sacrifice would be in vain.  Mechanically speaking, in an episodic game like that, you need a very fast character generation method.  Perhaps even a generation on the fly type character where he has two minor traits that are not defined until he needs them and one greater trait, also not defined.  Then you cash in these traits to gain advantages in the situation beyond the baseline abilities.    Alternatively, you might deal out a poker hand and the cards are then played during the episode in some manner or as a whole hand.   The suits of the card could relate to some aspect of the character or the situation while the value tells you how good you are.  

Anyway, the idea there is that character generation is accomplished in seconds or even on the fly.</description>
		<content:encoded><![CDATA[<p>Think about what the role of the Player is.  Not the player&#8217;s character, but the player himself.  The player&#8217;s role could be to drive the plot in his desired direction.  The characters could almost be disposable.  So, an episodic game may use several very normal people that have been cast into a world shaking situation and it is a question of whether they step up to the challenge or shrink away.  </p>
<p>Assuming that the important thing for the player is that the plot gets driven in his desired direction, for example he may want a specific technology available later, then he can be very heroic in his attempts to aid that cause.  Sacrifice is likely and probably encouraged, but if your character doesn&#8217;t succeed in his mission, that sacrifice would be in vain.  Mechanically speaking, in an episodic game like that, you need a very fast character generation method.  Perhaps even a generation on the fly type character where he has two minor traits that are not defined until he needs them and one greater trait, also not defined.  Then you cash in these traits to gain advantages in the situation beyond the baseline abilities.    Alternatively, you might deal out a poker hand and the cards are then played during the episode in some manner or as a whole hand.   The suits of the card could relate to some aspect of the character or the situation while the value tells you how good you are.  </p>
<p>Anyway, the idea there is that character generation is accomplished in seconds or even on the fly.</p>
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		<title>Comment on Episode 2: The way the world burns by admin</title>
		<link>http://redearthsaga.com/archives/22/comment-page-1#comment-5</link>
		<dc:creator>admin</dc:creator>
		<pubDate>Thu, 26 Mar 2009 17:57:38 +0000</pubDate>
		<guid isPermaLink="false">http://redearthsaga.com/?p=22#comment-5</guid>
		<description>I am actually going to have time travel and dimensional travel possible. I may not be able to explain in great scientific detail on how its possible, but I have a very cool idea of how it will work out in the game. But I need to get the general mechanics working first. I am reviewing and revising now. Hope to have play test rules up soon.</description>
		<content:encoded><![CDATA[<p>I am actually going to have time travel and dimensional travel possible. I may not be able to explain in great scientific detail on how its possible, but I have a very cool idea of how it will work out in the game. But I need to get the general mechanics working first. I am reviewing and revising now. Hope to have play test rules up soon.</p>
]]></content:encoded>
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		<title>Comment on Episode 2: The way the world burns by Citizen Joe</title>
		<link>http://redearthsaga.com/archives/22/comment-page-1#comment-4</link>
		<dc:creator>Citizen Joe</dc:creator>
		<pubDate>Tue, 24 Mar 2009 20:35:33 +0000</pubDate>
		<guid isPermaLink="false">http://redearthsaga.com/?p=22#comment-4</guid>
		<description>If you want to tie all the Eras together and make it so every combination could be real, then Era number 5 would lead up to time travel and end with someone actually going back in time to change history, i.e. returning to Era 1.  The actual time travel ability occurs between Eras so you don&#039;t have people mucking around with their own history but rather creating a new one.  The time travel link may have some sort of planetary/cosmic alignment, maybe with a passing black hole or something, so you only get one shot at returning to the past.  Era 5 would be all about fighting for control over the time machine and planning what to do with it.</description>
		<content:encoded><![CDATA[<p>If you want to tie all the Eras together and make it so every combination could be real, then Era number 5 would lead up to time travel and end with someone actually going back in time to change history, i.e. returning to Era 1.  The actual time travel ability occurs between Eras so you don&#8217;t have people mucking around with their own history but rather creating a new one.  The time travel link may have some sort of planetary/cosmic alignment, maybe with a passing black hole or something, so you only get one shot at returning to the past.  Era 5 would be all about fighting for control over the time machine and planning what to do with it.</p>
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		<title>Comment on Episode 2: The way the world burns by admin</title>
		<link>http://redearthsaga.com/archives/22/comment-page-1#comment-3</link>
		<dc:creator>admin</dc:creator>
		<pubDate>Mon, 23 Mar 2009 14:19:14 +0000</pubDate>
		<guid isPermaLink="false">http://redearthsaga.com/?p=22#comment-3</guid>
		<description>Actually, that is what i am looking for in the game itself. I think it makes for a game that not only do you have to think about whats going on now, but you might have to account for things later. Like I said, it should make some things that are pointless have great meaning. I also want the players to come up with some amazing ideas. I&#039;m almost done writing up the playtest set of rules. I think once I have that done, I need to figure out a general mechanic to inspire player creativity.</description>
		<content:encoded><![CDATA[<p>Actually, that is what i am looking for in the game itself. I think it makes for a game that not only do you have to think about whats going on now, but you might have to account for things later. Like I said, it should make some things that are pointless have great meaning. I also want the players to come up with some amazing ideas. I&#8217;m almost done writing up the playtest set of rules. I think once I have that done, I need to figure out a general mechanic to inspire player creativity.</p>
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