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	<title>Comments on: Defining Who We Are</title>
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	<link>http://www.apathygames.com/2010/01/01/defining-who-we-are/</link>
	<description>Zero Compromise Roleplaying</description>
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		<title>By: Spyder Z</title>
		<link>http://www.apathygames.com/2010/01/01/defining-who-we-are/comment-page-1/#comment-676</link>
		<dc:creator>Spyder Z</dc:creator>
		<pubDate>Sat, 23 Jan 2010 01:19:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.apathygames.com/?p=481#comment-676</guid>
		<description>Yeah, it&#039;s meant to catch them off guard. Role playing is an easy concept to catch onto once you see how it&#039;s done. By coming up with a scene and getting them to respond to it (An Exaggerated &quot;What if&quot; series of questions basically) I eliminate most of the &quot;How does it work&quot; questions. I do like your metaphor, as it&#039;s understandable to a wider audience. I was just paraphrasing what I&#039;ve said in the past. ;P</description>
		<content:encoded><![CDATA[<p>Yeah, it&#39;s meant to catch them off guard. Role playing is an easy concept to catch onto once you see how it&#39;s done. By coming up with a scene and getting them to respond to it (An Exaggerated &#8220;What if&#8221; series of questions basically) I eliminate most of the &#8220;How does it work&#8221; questions. I do like your metaphor, as it&#39;s understandable to a wider audience. I was just paraphrasing what I&#39;ve said in the past. ;P</p>
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		<title>By: Spyder Z</title>
		<link>http://www.apathygames.com/2010/01/01/defining-who-we-are/comment-page-1/#comment-259</link>
		<dc:creator>Spyder Z</dc:creator>
		<pubDate>Fri, 22 Jan 2010 17:19:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.apathygames.com/?p=481#comment-259</guid>
		<description>Yeah, it&#039;s meant to catch them off guard. Role playing is an easy concept to catch onto once you see how it&#039;s done. By coming up with a scene and getting them to respond to it (An Exaggerated &quot;What if&quot; series of questions basically) I eliminate most of the &quot;How does it work&quot; questions. I do like your metaphor, as it&#039;s understandable to a wider audience. I was just paraphrasing what I&#039;ve said in the past. ;P</description>
		<content:encoded><![CDATA[<p>Yeah, it&#39;s meant to catch them off guard. Role playing is an easy concept to catch onto once you see how it&#39;s done. By coming up with a scene and getting them to respond to it (An Exaggerated &#8220;What if&#8221; series of questions basically) I eliminate most of the &#8220;How does it work&#8221; questions. I do like your metaphor, as it&#39;s understandable to a wider audience. I was just paraphrasing what I&#39;ve said in the past. ;P</p>
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		<title>By: Tyson J. Hayes</title>
		<link>http://www.apathygames.com/2010/01/01/defining-who-we-are/comment-page-1/#comment-254</link>
		<dc:creator>Tyson J. Hayes</dc:creator>
		<pubDate>Thu, 21 Jan 2010 22:11:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.apathygames.com/?p=481#comment-254</guid>
		<description>Personally I find your explanation a bit confusing and although I would eventually catch on something like the metaphor I used for me at least would have been more useful.  If you were to begin some kind of roleplaying without telling me I&#039;d be a bit befuddled as to what you were doing.</description>
		<content:encoded><![CDATA[<p>Personally I find your explanation a bit confusing and although I would eventually catch on something like the metaphor I used for me at least would have been more useful.  If you were to begin some kind of roleplaying without telling me I&#39;d be a bit befuddled as to what you were doing.</p>
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		<title>By: Spyder Z</title>
		<link>http://www.apathygames.com/2010/01/01/defining-who-we-are/comment-page-1/#comment-248</link>
		<dc:creator>Spyder Z</dc:creator>
		<pubDate>Thu, 21 Jan 2010 05:29:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.apathygames.com/?p=481#comment-248</guid>
		<description>When asked what my game is like I tend to describe a situation to them. &quot;Okay, so you&#039;re at work, the time clock has been bumped up 10 minutes, so you clock in a few minutes late. The Boss comes out and starts freaking out on you for being late. How would you react to that?&quot; (Though of course the &quot;Situation&quot; would be far more tuned to the individual. :P ) They give me some kind of answer, or ask questions about the situation, at which point I continue on with the &quot;Scene&quot; until they catch on to what I&#039;m doing or I&#039;ve gone far enough to use the conversation we just had to explain it. ;P&lt;br&gt;  After that I explain that there is a &quot;System&quot; built around that, and answer any other questions they may have. On rare occasion there are people who don&#039;t &quot;Fall in&quot; to that. For them I say something along the lines of, &lt;br&gt;&lt;br&gt; &quot;You&#039;ve got someone who&#039;s in charge of the game, and everyone else is in charge of one character in the game. The person in charge tells a story, he is in charge of the world, and all the characters in it. Each player builds a single character which tells them what they can and cannot do. The players then dictate their characters reactions to that story within the bounds of their characters abilities.&quot;&lt;br&gt;&lt;br&gt;  I don&#039;t believe I&#039;ve ever run into anyone who just &quot;Didn&#039;t understand it&quot;. I&#039;ve talked to many who &quot;Didn&#039;t get it&quot;, but they at least understood how it was supposed to work. (As a side note, I&#039;ve picked up several new role players while explaining to them how the game works via method 1. ;P )</description>
		<content:encoded><![CDATA[<p>When asked what my game is like I tend to describe a situation to them. &#8220;Okay, so you&#39;re at work, the time clock has been bumped up 10 minutes, so you clock in a few minutes late. The Boss comes out and starts freaking out on you for being late. How would you react to that?&#8221; (Though of course the &#8220;Situation&#8221; would be far more tuned to the individual. :P ) They give me some kind of answer, or ask questions about the situation, at which point I continue on with the &#8220;Scene&#8221; until they catch on to what I&#39;m doing or I&#39;ve gone far enough to use the conversation we just had to explain it. ;P<br />  After that I explain that there is a &#8220;System&#8221; built around that, and answer any other questions they may have. On rare occasion there are people who don&#39;t &#8220;Fall in&#8221; to that. For them I say something along the lines of, </p>
<p> &#8220;You&#39;ve got someone who&#39;s in charge of the game, and everyone else is in charge of one character in the game. The person in charge tells a story, he is in charge of the world, and all the characters in it. Each player builds a single character which tells them what they can and cannot do. The players then dictate their characters reactions to that story within the bounds of their characters abilities.&#8221;</p>
<p>  I don&#39;t believe I&#39;ve ever run into anyone who just &#8220;Didn&#39;t understand it&#8221;. I&#39;ve talked to many who &#8220;Didn&#39;t get it&#8221;, but they at least understood how it was supposed to work. (As a side note, I&#39;ve picked up several new role players while explaining to them how the game works via method 1. ;P )</p>
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		<title>By: Jeff Carlsen</title>
		<link>http://www.apathygames.com/2010/01/01/defining-who-we-are/comment-page-1/#comment-212</link>
		<dc:creator>Jeff Carlsen</dc:creator>
		<pubDate>Tue, 05 Jan 2010 03:27:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.apathygames.com/?p=481#comment-212</guid>
		<description>You should have brought your dice with you.  Pull out an old Scrabble board to be used as a battle map (tokens included) and send them on a Savage dungeon crawl.  If that doesn&#039;t do it, change the dungeon trappings to a Black Friday sale and the dragon at the end to Big Bertha, the 400 pound mediaphile who is guarding the last 60&quot; plasma.</description>
		<content:encoded><![CDATA[<p>You should have brought your dice with you.  Pull out an old Scrabble board to be used as a battle map (tokens included) and send them on a Savage dungeon crawl.  If that doesn&#39;t do it, change the dungeon trappings to a Black Friday sale and the dragon at the end to Big Bertha, the 400 pound mediaphile who is guarding the last 60&#8243; plasma.</p>
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		<title>By: Hillary Crenshaw</title>
		<link>http://www.apathygames.com/2010/01/01/defining-who-we-are/comment-page-1/#comment-208</link>
		<dc:creator>Hillary Crenshaw</dc:creator>
		<pubDate>Mon, 04 Jan 2010 19:33:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.apathygames.com/?p=481#comment-208</guid>
		<description>I&#039;m just giving you a hard time. &quot;Playing make believe&quot; is probably a better description than the ones I&#039;ve come up. I gave Tyson&#039;s improv analogy a try and I definitely made better progress. It&#039;s rather depressing to realize that I&#039;m the only nerd in my family.</description>
		<content:encoded><![CDATA[<p>I&#39;m just giving you a hard time. &#8220;Playing make believe&#8221; is probably a better description than the ones I&#39;ve come up. I gave Tyson&#39;s improv analogy a try and I definitely made better progress. It&#39;s rather depressing to realize that I&#39;m the only nerd in my family.</p>
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		<title>By: Jeff Carlsen</title>
		<link>http://www.apathygames.com/2010/01/01/defining-who-we-are/comment-page-1/#comment-207</link>
		<dc:creator>Jeff Carlsen</dc:creator>
		<pubDate>Sun, 03 Jan 2010 17:17:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.apathygames.com/?p=481#comment-207</guid>
		<description>I tend to get a decent response, but It&#039;s not like I leave it at that.  I tend to mention that it&#039;s really just a social experience where you actually do something together.&lt;br&gt;&lt;br&gt;Maybe I should add that you don&#039;t have to make small talk when you&#039;re busy trying to not be eaten by a dragon.</description>
		<content:encoded><![CDATA[<p>I tend to get a decent response, but It&#39;s not like I leave it at that.  I tend to mention that it&#39;s really just a social experience where you actually do something together.</p>
<p>Maybe I should add that you don&#39;t have to make small talk when you&#39;re busy trying to not be eaten by a dragon.</p>
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		<title>By: Hillary Crenshaw</title>
		<link>http://www.apathygames.com/2010/01/01/defining-who-we-are/comment-page-1/#comment-206</link>
		<dc:creator>Hillary Crenshaw</dc:creator>
		<pubDate>Sun, 03 Jan 2010 04:38:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.apathygames.com/?p=481#comment-206</guid>
		<description>What kind of reaction does that receive? You make it sound like something that belongs on Sesame Street :P</description>
		<content:encoded><![CDATA[<p>What kind of reaction does that receive? You make it sound like something that belongs on Sesame Street :P</p>
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		<title>By: Trillinon</title>
		<link>http://www.apathygames.com/2010/01/01/defining-who-we-are/comment-page-1/#comment-205</link>
		<dc:creator>Trillinon</dc:creator>
		<pubDate>Sun, 03 Jan 2010 00:19:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.apathygames.com/?p=481#comment-205</guid>
		<description>I always describe it as playing &quot;make-believe&quot; with more rules.</description>
		<content:encoded><![CDATA[<p>I always describe it as playing &#8220;make-believe&#8221; with more rules.</p>
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		<title>By: Tyson J. Hayes</title>
		<link>http://www.apathygames.com/2010/01/01/defining-who-we-are/comment-page-1/#comment-202</link>
		<dc:creator>Tyson J. Hayes</dc:creator>
		<pubDate>Sat, 02 Jan 2010 17:10:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.apathygames.com/?p=481#comment-202</guid>
		<description>As successful as I could hope to be, as they&#039;ve never played the games I think they understood, but not in a deep way that I would have hopped to communicate.  I think it&#039;s the problem of any industry and any specific job, unless you do it no one really understands what it is.</description>
		<content:encoded><![CDATA[<p>As successful as I could hope to be, as they&#39;ve never played the games I think they understood, but not in a deep way that I would have hopped to communicate.  I think it&#39;s the problem of any industry and any specific job, unless you do it no one really understands what it is.</p>
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