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	<title>Comments on: The Big-Pile-Of-Skills problem</title>
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	<link>http://thedeadone.net/blog/the-big-pile-of-skills-problem/</link>
	<description>Welcome to the Other Side</description>
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		<title>By: Mark Cunningham</title>
		<link>http://thedeadone.net/blog/the-big-pile-of-skills-problem/comment-page-1/#comment-181327</link>
		<dc:creator>Mark Cunningham</dc:creator>
		<pubDate>Tue, 13 Jan 2009 09:13:37 +0000</pubDate>
		<guid isPermaLink="false">http://thedeadone.net/?p=475#comment-181327</guid>
		<description>&lt;blockquote&gt;&lt;cite&gt;&lt;a href=&#039;http://www.fudgery.net&#039; rel=&#039;external nofollow&#039; class=&#039;url&#039; rel=&quot;nofollow&quot;&gt;Gordon A. Cooper&lt;/a&gt; said:&lt;/cite&gt;
I like your thoughts on this subject and I think I might do something along the same lines when I start GMing at conventions again. Too many skills can overwhelm some players and end up never being used, whereas more generalized professions and skills may lead to greater creativity on the part of players as they think of ways to use them during the game. Thanks for the article!&lt;/blockquote&gt;

Thanks for taking the time to comment. I haven&#039;t actually play tested this approach yet, but I&#039;m looking at developing it properly for &lt;a href=&quot;http://lostheroesrpg.com&quot; rel=&quot;nofollow&quot;&gt;Lost Heroes RPG&lt;/a&gt;.</description>
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<blockquote><cite><a href='http://www.fudgery.net' rel='external nofollow' class='url' rel="nofollow">Gordon A. Cooper</a> said:</cite><br />
I like your thoughts on this subject and I think I might do something along the same lines when I start GMing at conventions again. Too many skills can overwhelm some players and end up never being used, whereas more generalized professions and skills may lead to greater creativity on the part of players as they think of ways to use them during the game. Thanks for the article!</p></blockquote>
<p>Thanks for taking the time to comment. I haven&#8217;t actually play tested this approach yet, but I&#8217;m looking at developing it properly for <a href="http://lostheroesrpg.com" rel="nofollow">Lost Heroes RPG</a>.<!-- google_ad_section_end --></p>
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		<title>By: Gordon A. Cooper</title>
		<link>http://thedeadone.net/blog/the-big-pile-of-skills-problem/comment-page-1/#comment-181324</link>
		<dc:creator>Gordon A. Cooper</dc:creator>
		<pubDate>Mon, 12 Jan 2009 19:07:42 +0000</pubDate>
		<guid isPermaLink="false">http://thedeadone.net/?p=475#comment-181324</guid>
		<description>I like your thoughts on this subject and I think I might do something along the same lines when I start GMing at conventions again. Too many skills can overwhelm some players and end up never being used, whereas more generalized professions and skills may lead to greater creativity on the part of players as they think of ways to use them during the game. Thanks for the article!</description>
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<p>I like your thoughts on this subject and I think I might do something along the same lines when I start GMing at conventions again. Too many skills can overwhelm some players and end up never being used, whereas more generalized professions and skills may lead to greater creativity on the part of players as they think of ways to use them during the game. Thanks for the article!<!-- google_ad_section_end --></p>
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		<title>By: admin</title>
		<link>http://thedeadone.net/blog/the-big-pile-of-skills-problem/comment-page-1/#comment-122405</link>
		<dc:creator>admin</dc:creator>
		<pubDate>Tue, 05 Aug 2008 22:48:38 +0000</pubDate>
		<guid isPermaLink="false">http://thedeadone.net/?p=475#comment-122405</guid>
		<description>I think, at least for the game I&#039;m working on, the professions as a single trait will work. But I think some RPGs work okay with skill lists, like a game where everyone is in the same profession such as mercenary and so different skills represent different specialities. I guess it depends on teh game and type of game content.</description>
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<p>I think, at least for the game I&#8217;m working on, the professions as a single trait will work. But I think some RPGs work okay with skill lists, like a game where everyone is in the same profession such as mercenary and so different skills represent different specialities. I guess it depends on teh game and type of game content.<!-- google_ad_section_end --></p>
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		<title>By: mosey</title>
		<link>http://thedeadone.net/blog/the-big-pile-of-skills-problem/comment-page-1/#comment-117504</link>
		<dc:creator>mosey</dc:creator>
		<pubDate>Tue, 15 Jul 2008 00:33:38 +0000</pubDate>
		<guid isPermaLink="false">http://thedeadone.net/?p=475#comment-117504</guid>
		<description>Interesting concept ~~ I&#039;m not really a fan of RPGs, probably because sometimes, the bewildering choice of &#039;skills&#039; really puts me off (I just want the character to &#039;be&#039; sometimes!) but I think profession-related skills certainly do strike me as something a lot more realistic than all the mage/vampire etc. things. I&#039;ve certainly learnt something new today.</description>
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<p>Interesting concept ~~ I&#8217;m not really a fan of RPGs, probably because sometimes, the bewildering choice of &#8216;skills&#8217; really puts me off (I just want the character to &#8216;be&#8217; sometimes!) but I think profession-related skills certainly do strike me as something a lot more realistic than all the mage/vampire etc. things. I&#8217;ve certainly learnt something new today.<!-- google_ad_section_end --></p>
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