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	<title>Comments on: In Frankenstein&#8217;s Wake, Reviewed!</title>
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	<link>http://rpgchallenge.wordpress.com/2007/03/05/in-frankensteins-wake-reviewed/</link>
	<description>Art. Games. Design.</description>
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		<title>By: ericjboyd</title>
		<link>http://rpgchallenge.wordpress.com/2007/03/05/in-frankensteins-wake-reviewed/#comment-96</link>
		<dc:creator>ericjboyd</dc:creator>
		<pubDate>Mon, 05 Mar 2007 22:14:40 +0000</pubDate>
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		<description>Hmm, how about using the rounds like you mention and after the first round is done, if any two consecutive players pass then the last player who narrated a skill or trait must close the scene. I can see that this allows a player to pass and then narrate further if everyone else chose to, creating a little oneupsmanship as play proceeds.</description>
		<content:encoded><![CDATA[<p>Hmm, how about using the rounds like you mention and after the first round is done, if any two consecutive players pass then the last player who narrated a skill or trait must close the scene. I can see that this allows a player to pass and then narrate further if everyone else chose to, creating a little oneupsmanship as play proceeds.</p>
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		<title>By: Guy Shalev</title>
		<link>http://rpgchallenge.wordpress.com/2007/03/05/in-frankensteins-wake-reviewed/#comment-95</link>
		<dc:creator>Guy Shalev</dc:creator>
		<pubDate>Mon, 05 Mar 2007 21:58:46 +0000</pubDate>
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		<description>I&#039;d make a rule where you can&#039;t close a scene before anyone had a chance to portray their character, at least.

Another option is to go round-robin, where you can only bring up 1 Trait/Skill per &quot;round&quot;, and you can&#039;t close during the first round or two, but then again, if you&#039;re the first person on the third round, and you close after bringing up an issue, you&#039;re ahead by one.

Perhaps add some mechanic which makes it cost you to close a scene.

But eventually, someone has to close it, which can bring a reverse-competition. Perchance the 21 matches game, where the one who takes the last HAS to close it.</description>
		<content:encoded><![CDATA[<p>I&#8217;d make a rule where you can&#8217;t close a scene before anyone had a chance to portray their character, at least.</p>
<p>Another option is to go round-robin, where you can only bring up 1 Trait/Skill per &#8220;round&#8221;, and you can&#8217;t close during the first round or two, but then again, if you&#8217;re the first person on the third round, and you close after bringing up an issue, you&#8217;re ahead by one.</p>
<p>Perhaps add some mechanic which makes it cost you to close a scene.</p>
<p>But eventually, someone has to close it, which can bring a reverse-competition. Perchance the 21 matches game, where the one who takes the last HAS to close it.</p>
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		<title>By: ericjboyd</title>
		<link>http://rpgchallenge.wordpress.com/2007/03/05/in-frankensteins-wake-reviewed/#comment-93</link>
		<dc:creator>ericjboyd</dc:creator>
		<pubDate>Mon, 05 Mar 2007 21:08:36 +0000</pubDate>
		<guid isPermaLink="false">http://rpgchallenge.wordpress.com/2007/03/05/in-frankensteins-wake-reviewed/#comment-93</guid>
		<description>Guy,

Thanks for the review. I agree that I ended up using Jake&#039;s image set more as loose inspiration than anything else. So a low rating there is definitely deserved, even though without the image set I don&#039;t think I ever would have had the idea to base a game on the same subject. 

I almost included the rules for making your own characters, but ended up not having time to. I would definitely include them at the end of a revised version, since they&#039;re relatively straightforward.

I also did not have the time to include as many examples as I would have liked. I envision that you could use negative personal traits to subtly or indirectly enhance chances of success despite their bad effect in a scene - like being paranoid could help you sneak into a morgue or convince a patron of the urgent necessity of your researches.

Sounds like the text needs some reordering. Thanks for pointing that out.

Including names on the game board is a great idea. I&#039;ll definitely add them.

The role-playing is a bit loose right now. I&#039;ve been considering adding a trun order or something where each player in turn gets to narrate something using a skiil or trait. If you don&#039;t want to, then pass. But imposing a structure like this removes the competitive aspects of closing a scene off early before everyone gets a chance to narrate all they like. Thoughts on how to resolve this issue?

Thanks again for the review, Guy. It&#039;s good to know there&#039;s things to tinker with, but that the overall skeleton is firmly in place to outside readers.</description>
		<content:encoded><![CDATA[<p>Guy,</p>
<p>Thanks for the review. I agree that I ended up using Jake&#8217;s image set more as loose inspiration than anything else. So a low rating there is definitely deserved, even though without the image set I don&#8217;t think I ever would have had the idea to base a game on the same subject. </p>
<p>I almost included the rules for making your own characters, but ended up not having time to. I would definitely include them at the end of a revised version, since they&#8217;re relatively straightforward.</p>
<p>I also did not have the time to include as many examples as I would have liked. I envision that you could use negative personal traits to subtly or indirectly enhance chances of success despite their bad effect in a scene &#8211; like being paranoid could help you sneak into a morgue or convince a patron of the urgent necessity of your researches.</p>
<p>Sounds like the text needs some reordering. Thanks for pointing that out.</p>
<p>Including names on the game board is a great idea. I&#8217;ll definitely add them.</p>
<p>The role-playing is a bit loose right now. I&#8217;ve been considering adding a trun order or something where each player in turn gets to narrate something using a skiil or trait. If you don&#8217;t want to, then pass. But imposing a structure like this removes the competitive aspects of closing a scene off early before everyone gets a chance to narrate all they like. Thoughts on how to resolve this issue?</p>
<p>Thanks again for the review, Guy. It&#8217;s good to know there&#8217;s things to tinker with, but that the overall skeleton is firmly in place to outside readers.</p>
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