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	<title>Comments on: Consider Responsibility</title>
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	<description>Hatching the Best Stuff For D&#38;D</description>
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		<title>By: OgrePuppy</title>
		<link>http://www.onebadegg.com/egg/2008/10/consider-responsibility/comment-page-1/#comment-113</link>
		<dc:creator>OgrePuppy</dc:creator>
		<pubDate>Fri, 05 Dec 2008 08:46:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.onebadegg.com/egg/?p=161#comment-113</guid>
		<description>Fred, thank you for posting that--it was an amazing read, and opened my eyes to new ways of looking at the game.  Cool!</description>
		<content:encoded><![CDATA[<p>Fred, thank you for posting that&#8211;it was an amazing read, and opened my eyes to new ways of looking at the game.  Cool!</p>
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		<title>By: the Fierce</title>
		<link>http://www.onebadegg.com/egg/2008/10/consider-responsibility/comment-page-1/#comment-43</link>
		<dc:creator>the Fierce</dc:creator>
		<pubDate>Thu, 09 Oct 2008 15:34:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.onebadegg.com/egg/?p=161#comment-43</guid>
		<description>When we were running our Elfquest game earlier this year [under a heavily modified Storyteller system], we adopted allowing the wolves to have an independent action in each fight.  This kept people from getting itchy despite their not having the immediate move, knowing they had to pay attention to each segment as an event might change their strategy.  (Thank goodness for maps!)  This fell apart as we worked up to small (and eventually larger) armies; we ended up having to take out the individual&#039;s role, treating groups as &quot;one individual.&quot;  This was reasonable in a game situation, but prickled the conscience of more than one player!</description>
		<content:encoded><![CDATA[<p>When we were running our Elfquest game earlier this year [under a heavily modified Storyteller system], we adopted allowing the wolves to have an independent action in each fight.  This kept people from getting itchy despite their not having the immediate move, knowing they had to pay attention to each segment as an event might change their strategy.  (Thank goodness for maps!)  This fell apart as we worked up to small (and eventually larger) armies; we ended up having to take out the individual&#8217;s role, treating groups as &#8220;one individual.&#8221;  This was reasonable in a game situation, but prickled the conscience of more than one player!</p>
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		<title>By: justin</title>
		<link>http://www.onebadegg.com/egg/2008/10/consider-responsibility/comment-page-1/#comment-42</link>
		<dc:creator>justin</dc:creator>
		<pubDate>Thu, 09 Oct 2008 13:16:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.onebadegg.com/egg/?p=161#comment-42</guid>
		<description>@Matt: Maybe you could reskin 4e for a superhero one-shot. Doable for a one-shot I&#039;d think since many of the class powers could easily look like superpowers. And minions quickly become that superhero staple: the innocent bystander.</description>
		<content:encoded><![CDATA[<p>@Matt: Maybe you could reskin 4e for a superhero one-shot. Doable for a one-shot I&#8217;d think since many of the class powers could easily look like superpowers. And minions quickly become that superhero staple: the innocent bystander.</p>
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		<title>By: Sasha Bilton</title>
		<link>http://www.onebadegg.com/egg/2008/10/consider-responsibility/comment-page-1/#comment-41</link>
		<dc:creator>Sasha Bilton</dc:creator>
		<pubDate>Thu, 09 Oct 2008 09:31:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.onebadegg.com/egg/?p=161#comment-41</guid>
		<description>I think minions have so much potential for running large scale battles. Minion vs Minion dice rolling is far less than Warhammer. You just count how many are in a straight up fight and how have combat advantage and roll each group in handfuls of dice. Giving each player a &#039;unit&#039; of minions to control should keep things interesting for each player and vaguely simulate the fog of war.</description>
		<content:encoded><![CDATA[<p>I think minions have so much potential for running large scale battles. Minion vs Minion dice rolling is far less than Warhammer. You just count how many are in a straight up fight and how have combat advantage and roll each group in handfuls of dice. Giving each player a &#8216;unit&#8217; of minions to control should keep things interesting for each player and vaguely simulate the fog of war.</p>
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		<title>By: Matt Sheridan</title>
		<link>http://www.onebadegg.com/egg/2008/10/consider-responsibility/comment-page-1/#comment-39</link>
		<dc:creator>Matt Sheridan</dc:creator>
		<pubDate>Thu, 09 Oct 2008 02:03:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.onebadegg.com/egg/?p=161#comment-39</guid>
		<description>Damn, and I was already suffering from an inconvenient longing to run a superhero game.  Now I am in real danger of trying to find a way to fit such a beast into our already-impossible schedule.  That is completely awesome.</description>
		<content:encoded><![CDATA[<p>Damn, and I was already suffering from an inconvenient longing to run a superhero game.  Now I am in real danger of trying to find a way to fit such a beast into our already-impossible schedule.  That is completely awesome.</p>
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		<title>By: Chad Underkoffler</title>
		<link>http://www.onebadegg.com/egg/2008/10/consider-responsibility/comment-page-1/#comment-38</link>
		<dc:creator>Chad Underkoffler</dc:creator>
		<pubDate>Wed, 08 Oct 2008 22:33:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.onebadegg.com/egg/?p=161#comment-38</guid>
		<description>Note that some of us abrogated the responsibility for minions -- for my part, because my character would never put a subordinate&#039;s life into danger rather than his own.</description>
		<content:encoded><![CDATA[<p>Note that some of us abrogated the responsibility for minions &#8212; for my part, because my character would never put a subordinate&#8217;s life into danger rather than his own.</p>
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