<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments for OpenQuest Companion</title>
	<atom:link href="http://openquest.d101games.co.uk/comments/feed/" rel="self" type="application/rss+xml" />
	<link>http://openquest.d101games.co.uk</link>
	<description></description>
	<lastBuildDate>Tue, 27 Jul 2010 09:52:10 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.0</generator>
	<item>
		<title>Comment on Mass Combat Rules variant 1 (Optional, non-official) by Paul Mitchener</title>
		<link>http://openquest.d101games.co.uk/2009/11/04/mass-combat-rules-varient-1/comment-page-1/#comment-113</link>
		<dc:creator>Paul Mitchener</dc:creator>
		<pubDate>Tue, 27 Jul 2010 09:52:10 +0000</pubDate>
		<guid isPermaLink="false">http://openquest.d101games.co.uk/?p=44#comment-113</guid>
		<description>For what it&#039;s worth, I&#039;ve now tested this in my OpenQuest: Ancient Rome game.  It works very much as I would want it to.  One could further abstract the &quot;list&quot; of modifiers by giving a +25% bonus (or -25% penalty to the other side) per situational modifier.

Incidentally, the PCs can attempt do something clever (probably gaining a +25% bonus) and something risky in the battle (for another +25% bonus) which should be enough to swing the tide of a fight without guaranteeing anything- exactly what I wanted.</description>
		<content:encoded><![CDATA[<p>For what it&#8217;s worth, I&#8217;ve now tested this in my OpenQuest: Ancient Rome game.  It works very much as I would want it to.  One could further abstract the &#8220;list&#8221; of modifiers by giving a +25% bonus (or -25% penalty to the other side) per situational modifier.</p>
<p>Incidentally, the PCs can attempt do something clever (probably gaining a +25% bonus) and something risky in the battle (for another +25% bonus) which should be enough to swing the tide of a fight without guaranteeing anything- exactly what I wanted.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on The Making of OpenQuest by Using OpenQuest to publish - Page 2 - BRP Central</title>
		<link>http://openquest.d101games.co.uk/2009/11/04/the-making-of-openquest/comment-page-1/#comment-14</link>
		<dc:creator>Using OpenQuest to publish - Page 2 - BRP Central</dc:creator>
		<pubDate>Sun, 29 Nov 2009 10:02:53 +0000</pubDate>
		<guid isPermaLink="false">http://openquest.d101games.co.uk/?p=19#comment-14</guid>
		<description>[...]  [...]</description>
		<content:encoded><![CDATA[<p>[...]  [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Ready made Concepts (Optional) by Newt</title>
		<link>http://openquest.d101games.co.uk/2009/11/17/ready-made-concepts-optional/comment-page-1/#comment-13</link>
		<dc:creator>Newt</dc:creator>
		<pubDate>Fri, 27 Nov 2009 15:07:09 +0000</pubDate>
		<guid isPermaLink="false">http://openquest.d101games.co.uk/?p=72#comment-13</guid>
		<description>Damn you Mr Bray, how dare you point out my mistake and make me go in and edit it out :)

Cheers Simon

;O)Newt</description>
		<content:encoded><![CDATA[<p>Damn you Mr Bray, how dare you point out my mistake and make me go in and edit it out <img src='http://openquest.d101games.co.uk/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Cheers Simon</p>
<p>;O)Newt</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Ready made Concepts (Optional) by Simon Bray</title>
		<link>http://openquest.d101games.co.uk/2009/11/17/ready-made-concepts-optional/comment-page-1/#comment-12</link>
		<dc:creator>Simon Bray</dc:creator>
		<pubDate>Fri, 27 Nov 2009 15:02:52 +0000</pubDate>
		<guid isPermaLink="false">http://openquest.d101games.co.uk/?p=72#comment-12</guid>
		<description>Hi,

 Shouldn&#039;t the trader have Trade as a skill?

Simon</description>
		<content:encoded><![CDATA[<p>Hi,</p>
<p> Shouldn&#8217;t the trader have Trade as a skill?</p>
<p>Simon</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Motives (Optional) by Shane Mangus</title>
		<link>http://openquest.d101games.co.uk/2009/10/30/motives-optional/comment-page-1/#comment-3</link>
		<dc:creator>Shane Mangus</dc:creator>
		<pubDate>Mon, 09 Nov 2009 02:29:12 +0000</pubDate>
		<guid isPermaLink="false">http://openquest.d101games.co.uk/?p=12#comment-3</guid>
		<description>Reading over the rules for Motives I can&#039;t help but be reminded of Aspects from the FATE system. I think Motives are a great addition that allow players to add a lot of depth and flavor to their characters without having to introduce overly complex rules to the game. Well done!</description>
		<content:encoded><![CDATA[<p>Reading over the rules for Motives I can&#8217;t help but be reminded of Aspects from the FATE system. I think Motives are a great addition that allow players to add a lot of depth and flavor to their characters without having to introduce overly complex rules to the game. Well done!</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Motives (Optional) by Paul Mitchener</title>
		<link>http://openquest.d101games.co.uk/2009/10/30/motives-optional/comment-page-1/#comment-2</link>
		<dc:creator>Paul Mitchener</dc:creator>
		<pubDate>Sat, 31 Oct 2009 13:00:42 +0000</pubDate>
		<guid isPermaLink="false">http://openquest.d101games.co.uk/?p=12#comment-2</guid>
		<description>Nice- and it could be extended using Drawbacks, such as:

&gt;&gt; Hunted by the Crimson Guard.

&gt;&gt; Black Sheep of the Family.

&gt;&gt; Being blackmailed over secret past as a member of a Chaos cult.

or


&gt;&gt; Can&#039;t Resist a Pretty Face.

&gt;&gt; Hard of Hearing.

&gt;&gt; Blabbermouth.

&gt;&gt; Likes a Drink.


The difference between Drawbacks and motives is that they are not goals- but rather elements of a character&#039;s background and personality that get him into trouble.  In any case, if a Drawback comes up in a session in a meaningful way, the character gains an improvement point.

The first type of Drawback is a background element that might be used by the GM- in which case the character gets an improvement point as an award for his background/compensation being used.  The second type is a personality feature- if the player opts to use it to get the character into trouble (eg: by blurting out secret plans [Blabbermouth] or falling asleep on guard duty thanks to having too much to drink [Likes a Drink]) he gains an improvement point.</description>
		<content:encoded><![CDATA[<p>Nice- and it could be extended using Drawbacks, such as:</p>
<p>&gt;&gt; Hunted by the Crimson Guard.</p>
<p>&gt;&gt; Black Sheep of the Family.</p>
<p>&gt;&gt; Being blackmailed over secret past as a member of a Chaos cult.</p>
<p>or</p>
<p>&gt;&gt; Can&#8217;t Resist a Pretty Face.</p>
<p>&gt;&gt; Hard of Hearing.</p>
<p>&gt;&gt; Blabbermouth.</p>
<p>&gt;&gt; Likes a Drink.</p>
<p>The difference between Drawbacks and motives is that they are not goals- but rather elements of a character&#8217;s background and personality that get him into trouble.  In any case, if a Drawback comes up in a session in a meaningful way, the character gains an improvement point.</p>
<p>The first type of Drawback is a background element that might be used by the GM- in which case the character gets an improvement point as an award for his background/compensation being used.  The second type is a personality feature- if the player opts to use it to get the character into trouble (eg: by blurting out secret plans [Blabbermouth] or falling asleep on guard duty thanks to having too much to drink [Likes a Drink]) he gains an improvement point.</p>
]]></content:encoded>
	</item>
</channel>
</rss>
