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	<title>Comments for RyanMacklin.com</title>
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	<link>http://ryanmacklin.com</link>
	<description>One man&#039;s blog about games and social media</description>
	<lastBuildDate>Fri, 10 Sep 2010 20:06:59 +0000</lastBuildDate>
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		<title>Comment on The Twin Masters of Con GMing by Ryan Macklin</title>
		<link>http://ryanmacklin.com/2010/09/the-twin-masters-of-con-gming/comment-page-1/#comment-1475</link>
		<dc:creator>Ryan Macklin</dc:creator>
		<pubDate>Fri, 10 Sep 2010 20:06:59 +0000</pubDate>
		<guid isPermaLink="false">http://ryanmacklin.com/?p=420#comment-1475</guid>
		<description>Jeff,

Part of it is based on fuzzy recollections. Part of it is based on stuff I&#039;ve seen over the last couple years (including these past summer cons). But you&#039;re right to say it&#039;s suspect -- I think I&#039;m compressing multiple thoughts that should be separated into one idea. I&#039;m going to chew on that a bit. Right now, I think the individual ideas are valid, but yeah, reading it again it is a bit weak smooched together like this.

Thanks!

- Ryan</description>
		<content:encoded><![CDATA[<p>Jeff,</p>
<p>Part of it is based on fuzzy recollections. Part of it is based on stuff I&#8217;ve seen over the last couple years (including these past summer cons). But you&#8217;re right to say it&#8217;s suspect &#8212; I think I&#8217;m compressing multiple thoughts that should be separated into one idea. I&#8217;m going to chew on that a bit. Right now, I think the individual ideas are valid, but yeah, reading it again it is a bit weak smooched together like this.</p>
<p>Thanks!</p>
<p>- Ryan</p>
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		<title>Comment on The Twin Masters of Con GMing by Jeff Tidball</title>
		<link>http://ryanmacklin.com/2010/09/the-twin-masters-of-con-gming/comment-page-1/#comment-1467</link>
		<dc:creator>Jeff Tidball</dc:creator>
		<pubDate>Fri, 10 Sep 2010 01:30:49 +0000</pubDate>
		<guid isPermaLink="false">http://ryanmacklin.com/?p=420#comment-1467</guid>
		<description>It seems to me like back in the day, conventions were willing to run longer event descriptions, and that you could use those to telegraph to prospective players what kind of experience you were offering. However, as this impression is based on fuzzy recollections, it is highly suspect.</description>
		<content:encoded><![CDATA[<p>It seems to me like back in the day, conventions were willing to run longer event descriptions, and that you could use those to telegraph to prospective players what kind of experience you were offering. However, as this impression is based on fuzzy recollections, it is highly suspect.</p>
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	</item>
	<item>
		<title>Comment on The Twin Masters of Con GMing by Ryan Macklin</title>
		<link>http://ryanmacklin.com/2010/09/the-twin-masters-of-con-gming/comment-page-1/#comment-1455</link>
		<dc:creator>Ryan Macklin</dc:creator>
		<pubDate>Thu, 09 Sep 2010 00:31:36 +0000</pubDate>
		<guid isPermaLink="false">http://ryanmacklin.com/?p=420#comment-1455</guid>
		<description>Jason,

The word &quot;fun&quot; is so subjective, though, that I don&#039;t use it in this discussion. Everything above is about &quot;people having their fun&quot; -- but fun is different for different people, different moods, different times of day, different reactions, etc.

I also assume people want to have a fun game with me. But as a guy facilitating a game -- possibly having to teach it or bring the initial catalyst of awesome -- I have to be prepared for different ways that people want to get their fun. And that&#039;s what I&#039;m trying to talk about here, about being that prepared.

- Ryan</description>
		<content:encoded><![CDATA[<p>Jason,</p>
<p>The word &#8220;fun&#8221; is so subjective, though, that I don&#8217;t use it in this discussion. Everything above is about &#8220;people having their fun&#8221; &#8212; but fun is different for different people, different moods, different times of day, different reactions, etc.</p>
<p>I also assume people want to have a fun game with me. But as a guy facilitating a game &#8212; possibly having to teach it or bring the initial catalyst of awesome &#8212; I have to be prepared for different ways that people want to get their fun. And that&#8217;s what I&#8217;m trying to talk about here, about being that prepared.</p>
<p>- Ryan</p>
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		<title>Comment on The Twin Masters of Con GMing by Mike Olson</title>
		<link>http://ryanmacklin.com/2010/09/the-twin-masters-of-con-gming/comment-page-1/#comment-1452</link>
		<dc:creator>Mike Olson</dc:creator>
		<pubDate>Wed, 08 Sep 2010 22:05:55 +0000</pubDate>
		<guid isPermaLink="false">http://ryanmacklin.com/?p=420#comment-1452</guid>
		<description>I&#039;m with Jason -- since everything I run these days is basically a playtest of something, I take the &quot;system showcase&quot; aspect as a given, and just try to make good on the gimmicky premise that probably brought them to the table in the first place. Added to that: Out of any five-player group, on average somewhere between zero and three of them are strangers. At conventions, I increasingly end up playing with (and running games for) people I already know, either as con-friends or as just, y&#039;know, friend-friends, so I&#039;m kind forced to assume that at least part of the reason they keep playing in my games is because *I&#039;m* running them.</description>
		<content:encoded><![CDATA[<p>I&#8217;m with Jason &#8212; since everything I run these days is basically a playtest of something, I take the &#8220;system showcase&#8221; aspect as a given, and just try to make good on the gimmicky premise that probably brought them to the table in the first place. Added to that: Out of any five-player group, on average somewhere between zero and three of them are strangers. At conventions, I increasingly end up playing with (and running games for) people I already know, either as con-friends or as just, y&#8217;know, friend-friends, so I&#8217;m kind forced to assume that at least part of the reason they keep playing in my games is because *I&#8217;m* running them.</p>
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	<item>
		<title>Comment on Stockholm Syndrome in Game Design by Ryan Macklin</title>
		<link>http://ryanmacklin.com/2010/09/stockholm-syndrome/comment-page-1/#comment-1451</link>
		<dc:creator>Ryan Macklin</dc:creator>
		<pubDate>Wed, 08 Sep 2010 20:59:22 +0000</pubDate>
		<guid isPermaLink="false">http://ryanmacklin.com/?p=411#comment-1451</guid>
		<description>Mikael,

I&#039;m not wearing pants.

Was less &quot;angry&quot; and more, I guess, crabby? Like there&#039;s a difference online. Anyway, it&#039;s disappointing on my end as well that I feel into my old habit. :/

I cannot say no to a beer. Everyone on the Internet knows this. I mean, you could be all &quot;Hey little boy, want a beer? Just come into this grey windowless van!&quot; and I would.

Oh god, I just said that aloud.

- Ryan</description>
		<content:encoded><![CDATA[<p>Mikael,</p>
<p>I&#8217;m not wearing pants.</p>
<p>Was less &#8220;angry&#8221; and more, I guess, crabby? Like there&#8217;s a difference online. Anyway, it&#8217;s disappointing on my end as well that I feel into my old habit. :/</p>
<p>I cannot say no to a beer. Everyone on the Internet knows this. I mean, you could be all &#8220;Hey little boy, want a beer? Just come into this grey windowless van!&#8221; and I would.</p>
<p>Oh god, I just said that aloud.</p>
<p>- Ryan</p>
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	<item>
		<title>Comment on Stockholm Syndrome in Game Design by Mikael</title>
		<link>http://ryanmacklin.com/2010/09/stockholm-syndrome/comment-page-1/#comment-1450</link>
		<dc:creator>Mikael</dc:creator>
		<pubDate>Wed, 08 Sep 2010 20:42:54 +0000</pubDate>
		<guid isPermaLink="false">http://ryanmacklin.com/?p=411#comment-1450</guid>
		<description>Well, that&#039;s disappointing. I thought you were maybe instead nursing a whiskey and not wearing pants, thus why you chose to purposely misinterpret my jest as a jab at yourself and inflict a playful jab in return. And now I learn, to my dismay, that you were angrily lashing out at a perceived injustice. Oh, the glory of the Internet.

If we meet sometime, remind me to buy you a beer. Hope my exposition on those games spark any ideas, and take care of that head of yours. Cheers!</description>
		<content:encoded><![CDATA[<p>Well, that&#8217;s disappointing. I thought you were maybe instead nursing a whiskey and not wearing pants, thus why you chose to purposely misinterpret my jest as a jab at yourself and inflict a playful jab in return. And now I learn, to my dismay, that you were angrily lashing out at a perceived injustice. Oh, the glory of the Internet.</p>
<p>If we meet sometime, remind me to buy you a beer. Hope my exposition on those games spark any ideas, and take care of that head of yours. Cheers!</p>
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	</item>
	<item>
		<title>Comment on Stockholm Syndrome in Game Design by Ryan Macklin</title>
		<link>http://ryanmacklin.com/2010/09/stockholm-syndrome/comment-page-1/#comment-1449</link>
		<dc:creator>Ryan Macklin</dc:creator>
		<pubDate>Wed, 08 Sep 2010 20:32:26 +0000</pubDate>
		<guid isPermaLink="false">http://ryanmacklin.com/?p=411#comment-1449</guid>
		<description>Also, I&#039;m on my first cup of coffee with a headache right now (hence while I&#039;m otherwise quiet on the net). I should have followed my rule of &quot;if I *need* to post within seconds, I&#039;m probably going to be an asshole.&quot; My apologies for not!

- Ryan</description>
		<content:encoded><![CDATA[<p>Also, I&#8217;m on my first cup of coffee with a headache right now (hence while I&#8217;m otherwise quiet on the net). I should have followed my rule of &#8220;if I *need* to post within seconds, I&#8217;m probably going to be an asshole.&#8221; My apologies for not!</p>
<p>- Ryan</p>
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	<item>
		<title>Comment on Stockholm Syndrome in Game Design by Ryan Macklin</title>
		<link>http://ryanmacklin.com/2010/09/stockholm-syndrome/comment-page-1/#comment-1448</link>
		<dc:creator>Ryan Macklin</dc:creator>
		<pubDate>Wed, 08 Sep 2010 20:28:48 +0000</pubDate>
		<guid isPermaLink="false">http://ryanmacklin.com/?p=411#comment-1448</guid>
		<description>Mikael,

Fair enough, but you should know that you&#039;re not in control of how your tone is read when it&#039;s just text. Or the mood of the reader. But that&#039;s beside the point (and will *be* the point of a future post, I&#039;m sure).

- Ryan</description>
		<content:encoded><![CDATA[<p>Mikael,</p>
<p>Fair enough, but you should know that you&#8217;re not in control of how your tone is read when it&#8217;s just text. Or the mood of the reader. But that&#8217;s beside the point (and will *be* the point of a future post, I&#8217;m sure).</p>
<p>- Ryan</p>
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		<title>Comment on The Twin Masters of Con GMing by Doug Dauton</title>
		<link>http://ryanmacklin.com/2010/09/the-twin-masters-of-con-gming/comment-page-1/#comment-1447</link>
		<dc:creator>Doug Dauton</dc:creator>
		<pubDate>Wed, 08 Sep 2010 20:27:42 +0000</pubDate>
		<guid isPermaLink="false">http://ryanmacklin.com/?p=420#comment-1447</guid>
		<description>Great stuff, as always.  Twitter love activated.</description>
		<content:encoded><![CDATA[<p>Great stuff, as always.  Twitter love activated.</p>
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		<title>Comment on Stockholm Syndrome in Game Design by Mikael</title>
		<link>http://ryanmacklin.com/2010/09/stockholm-syndrome/comment-page-1/#comment-1446</link>
		<dc:creator>Mikael</dc:creator>
		<pubDate>Wed, 08 Sep 2010 20:21:46 +0000</pubDate>
		<guid isPermaLink="false">http://ryanmacklin.com/?p=411#comment-1446</guid>
		<description>File it under &quot;self-deprecating ironic humour&quot; instead, it fits better.</description>
		<content:encoded><![CDATA[<p>File it under &#8220;self-deprecating ironic humour&#8221; instead, it fits better.</p>
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