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	<title>Comments on: Social Media RPG Platform</title>
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	<description>Better Gaming by Design</description>
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		<title>By: MadBrew</title>
		<link>http://madbrewlabs.com/social-media-rpg-platform/#comment-3122</link>
		<dc:creator>MadBrew</dc:creator>
		<pubDate>Fri, 15 Jan 2010 15:47:11 +0000</pubDate>
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		<description>@Jonathan: There would definitely have to be a lot of thought about how time is managed, especially when dealing with events where timing is an issue (combat).</description>
		<content:encoded><![CDATA[<p>@Jonathan: There would definitely have to be a lot of thought about how time is managed, especially when dealing with events where timing is an issue (combat).</p>
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		<title>By: jonathan</title>
		<link>http://madbrewlabs.com/social-media-rpg-platform/#comment-3121</link>
		<dc:creator>jonathan</dc:creator>
		<pubDate>Fri, 15 Jan 2010 15:05:52 +0000</pubDate>
		<guid isPermaLink="false">http://madbrewlabs.com/?p=1576#comment-3121</guid>
		<description>Two interfaces as well - one for players and one for GMs. Going back to the old Neverwinter Nights game might be worth thinking about. Also, the players interface would have two modes (at a minimum) - game table mode where the PCs are actively involved in group play and minigame mode where the individual PC for the player is engaged in a variety of minigames that can be played away from the (virtual) table. Also - for real flexibility - there should be a mode where the game can be updated in real time as it is played at the table using traditional table-top roleplaying. Perhaps the GM clientsoftware could fast forward the story (&quot;OK, we left the town of Munchkinville and now we are in the wilderness travel to Whatchamacallit Land.&quot;) THe next time the players chekc the forums, FB page, iPhone, twitter feed, or whatever interfaces that are supported they cn continue the story from there until they all can meet up again at the game table.
.-= jonathan&#180;s last blog ..&lt;a href=&quot;http://feedproxy.google.com/~r/TheCoreMechanic/~3/V-PcaG3sKDY/social-media-role-playing-minigames.html&quot; rel=&quot;nofollow&quot;&gt;Social Media Role Playing Minigames&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p>Two interfaces as well &#8211; one for players and one for GMs. Going back to the old Neverwinter Nights game might be worth thinking about. Also, the players interface would have two modes (at a minimum) &#8211; game table mode where the PCs are actively involved in group play and minigame mode where the individual PC for the player is engaged in a variety of minigames that can be played away from the (virtual) table. Also &#8211; for real flexibility &#8211; there should be a mode where the game can be updated in real time as it is played at the table using traditional table-top roleplaying. Perhaps the GM clientsoftware could fast forward the story (&#8220;OK, we left the town of Munchkinville and now we are in the wilderness travel to Whatchamacallit Land.&#8221;) THe next time the players chekc the forums, FB page, iPhone, twitter feed, or whatever interfaces that are supported they cn continue the story from there until they all can meet up again at the game table.<br />
.-= jonathan&#180;s last blog ..<a href="http://feedproxy.google.com/~r/TheCoreMechanic/~3/V-PcaG3sKDY/social-media-role-playing-minigames.html" rel="nofollow">Social Media Role Playing Minigames</a> =-.</p>
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