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	<title>Comments on: Social Contract Development in Gaming</title>
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		<title>By: Abkajud</title>
		<link>http://gamingoutpost.com/article/social-contract-development-in-gaming/comment-page-1/#comment-104184</link>
		<dc:creator>Abkajud</dc:creator>
		<pubDate>Fri, 29 May 2009 05:14:11 +0000</pubDate>
		<guid isPermaLink="false">http://gamingoutpost.com/?p=1557#comment-104184</guid>
		<description>Oh, the reason why it felt relevant was, generally, since this article discusses the holes in the social contract - it&#039;s exactly why pure Drama resolution can lead to bullying.
What I was saying was, &quot;Hey, I really need some more structure to deal with this problem!&quot;  Good times.</description>
		<content:encoded><![CDATA[<p>Oh, the reason why it felt relevant was, generally, since this article discusses the holes in the social contract &#8211; it&#8217;s exactly why pure Drama resolution can lead to bullying.<br />
What I was saying was, &#8220;Hey, I really need some more structure to deal with this problem!&#8221;  Good times.</p>
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		<title>By: M. J. Young</title>
		<link>http://gamingoutpost.com/article/social-contract-development-in-gaming/comment-page-1/#comment-104159</link>
		<dc:creator>M. J. Young</dc:creator>
		<pubDate>Fri, 29 May 2009 03:17:16 +0000</pubDate>
		<guid isPermaLink="false">http://gamingoutpost.com/?p=1557#comment-104159</guid>
		<description>Abkajud--Glad you found the material useful.  I&#039;m not seeing quite how your realization resulted from the article, but then, it&#039;s been a while since I read the article myself, and I don&#039;t always remember everything I wrote.

You are right, though.  It&#039;s something that plagues game designers, and always has:  it&#039;s perfectly obvious to me what I&#039;m doing, and so I fail to explain it adequately to others because I expect it to be as obvious to them.

It&#039;s also one of the qualities that marks good writers:  the ability to explain something clearly enough that other people grasp it.

Thanks for the comments; it&#039;s good to know that someone read the piece, at least.

--M. J. Young</description>
		<content:encoded><![CDATA[<p>Abkajud&#8211;Glad you found the material useful.  I&#8217;m not seeing quite how your realization resulted from the article, but then, it&#8217;s been a while since I read the article myself, and I don&#8217;t always remember everything I wrote.</p>
<p>You are right, though.  It&#8217;s something that plagues game designers, and always has:  it&#8217;s perfectly obvious to me what I&#8217;m doing, and so I fail to explain it adequately to others because I expect it to be as obvious to them.</p>
<p>It&#8217;s also one of the qualities that marks good writers:  the ability to explain something clearly enough that other people grasp it.</p>
<p>Thanks for the comments; it&#8217;s good to know that someone read the piece, at least.</p>
<p>&#8211;M. J. Young</p>
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		<title>By: Abkajud</title>
		<link>http://gamingoutpost.com/article/social-contract-development-in-gaming/comment-page-1/#comment-104149</link>
		<dc:creator>Abkajud</dc:creator>
		<pubDate>Thu, 28 May 2009 23:55:56 +0000</pubDate>
		<guid isPermaLink="false">http://gamingoutpost.com/?p=1557#comment-104149</guid>
		<description>Hey, MJ!
I just got linked here from that Site Discussion forum on the Forge, from the thread regarding discussion of ... the Social Contract! Ta-da! :)

Reading that thread, and then this post of yours, helped me to put my finger on what feels like the intense vagueness surrounding the formation of stat+skill dice pools in my fantasy samurai game-in-progress, Mask of the Emperor. I ended up knocking out a quick flow-chart, the kind of thing that always felt redundant to me in the past. 
Here goes (trust me, you won&#039;t need game-specific context):
1 - What do you want to do, in terms of the plot? (establish the task to be performed)
2 - What would doing that accomplish/what are you *really* trying to do? (establish the conflict being touched on, and clarify what&#039;s at stake)
3 - Are you going to use physical or social means to get what you want?
4 - Which stat makes sense to use here? (1 social stat, 1 physical stat, and 1 hybrid stat to choose from)
5 - Which skill makes sense to go with it? (4 physical, 4 social, and 1 hybrid to choose from)
6 - roll the dice!
Now, onto &quot;where does narration fit in with the mechanics?&quot; But that&#039;s another story :)</description>
		<content:encoded><![CDATA[<p>Hey, MJ!<br />
I just got linked here from that Site Discussion forum on the Forge, from the thread regarding discussion of &#8230; the Social Contract! Ta-da! <img src='http://gamingoutpost.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Reading that thread, and then this post of yours, helped me to put my finger on what feels like the intense vagueness surrounding the formation of stat+skill dice pools in my fantasy samurai game-in-progress, Mask of the Emperor. I ended up knocking out a quick flow-chart, the kind of thing that always felt redundant to me in the past.<br />
Here goes (trust me, you won&#8217;t need game-specific context):<br />
1 &#8211; What do you want to do, in terms of the plot? (establish the task to be performed)<br />
2 &#8211; What would doing that accomplish/what are you *really* trying to do? (establish the conflict being touched on, and clarify what&#8217;s at stake)<br />
3 &#8211; Are you going to use physical or social means to get what you want?<br />
4 &#8211; Which stat makes sense to use here? (1 social stat, 1 physical stat, and 1 hybrid stat to choose from)<br />
5 &#8211; Which skill makes sense to go with it? (4 physical, 4 social, and 1 hybrid to choose from)<br />
6 &#8211; roll the dice!<br />
Now, onto &#8220;where does narration fit in with the mechanics?&#8221; But that&#8217;s another story <img src='http://gamingoutpost.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: Nikolaj</title>
		<link>http://gamingoutpost.com/article/social-contract-development-in-gaming/comment-page-1/#comment-92695</link>
		<dc:creator>Nikolaj</dc:creator>
		<pubDate>Thu, 29 Jan 2009 23:11:13 +0000</pubDate>
		<guid isPermaLink="false">http://gamingoutpost.com/?p=1557#comment-92695</guid>
		<description>I&#039;ve just read about the InSpectres game, which, much like Legends of Alyria (as far as I can remember), revolves around storytelling a lot. This brings it much closer to the kids game of I&#039;m the cowboy, you are the princes and Billy is her dog, kind of roleplay. 

Social contracts develop during the game and are essential to it. They form the story and the output. Yet I think that you should try to bind them to as little rules as possible, because trying to make it fit inside a tight box restrains it to much, killing the story. At least, that&#039;s what I think.</description>
		<content:encoded><![CDATA[<p>I&#8217;ve just read about the InSpectres game, which, much like Legends of Alyria (as far as I can remember), revolves around storytelling a lot. This brings it much closer to the kids game of I&#8217;m the cowboy, you are the princes and Billy is her dog, kind of roleplay. </p>
<p>Social contracts develop during the game and are essential to it. They form the story and the output. Yet I think that you should try to bind them to as little rules as possible, because trying to make it fit inside a tight box restrains it to much, killing the story. At least, that&#8217;s what I think.</p>
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		<title>By: M. J. Young</title>
		<link>http://gamingoutpost.com/article/social-contract-development-in-gaming/comment-page-1/#comment-92689</link>
		<dc:creator>M. J. Young</dc:creator>
		<pubDate>Thu, 29 Jan 2009 21:28:48 +0000</pubDate>
		<guid isPermaLink="false">http://gamingoutpost.com/?p=1557#comment-92689</guid>
		<description>Wow--Atlas Games linked to this article?  That&#039;s encouraging--apparently someone read it and found it worth mentioning somewhere.  (Insert appropriate emoticon here.)  I can&#039;t find it--I&#039;d love to have the link, if you can get it to me (here or by e-mail, referee@mjyoung.net works).

My advice on the Sarah Conner Chronicles (based on feedback I&#039;ve gotten from people who actually do watch the show and from published interviews with the creative staff) is don&#039;t take it too seriously--the writers aren&#039;t being consistent in their application of temporal rules, so you&#039;re not going to be able to unravel things easily.

And yeah, it&#039;s the same guy.  I&#039;m a bit of a generalist--learning less and less about more and more until one day I aspire to know nothing about everything.

--M. J. Young</description>
		<content:encoded><![CDATA[<p>Wow&#8211;Atlas Games linked to this article?  That&#8217;s encouraging&#8211;apparently someone read it and found it worth mentioning somewhere.  (Insert appropriate emoticon here.)  I can&#8217;t find it&#8211;I&#8217;d love to have the link, if you can get it to me (here or by e-mail, <a href="mailto:referee@mjyoung.net">referee@mjyoung.net</a> works).</p>
<p>My advice on the Sarah Conner Chronicles (based on feedback I&#8217;ve gotten from people who actually do watch the show and from published interviews with the creative staff) is don&#8217;t take it too seriously&#8211;the writers aren&#8217;t being consistent in their application of temporal rules, so you&#8217;re not going to be able to unravel things easily.</p>
<p>And yeah, it&#8217;s the same guy.  I&#8217;m a bit of a generalist&#8211;learning less and less about more and more until one day I aspire to know nothing about everything.</p>
<p>&#8211;M. J. Young</p>
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		<title>By: Adam Drew</title>
		<link>http://gamingoutpost.com/article/social-contract-development-in-gaming/comment-page-1/#comment-92677</link>
		<dc:creator>Adam Drew</dc:creator>
		<pubDate>Thu, 29 Jan 2009 19:47:57 +0000</pubDate>
		<guid isPermaLink="false">http://gamingoutpost.com/?p=1557#comment-92677</guid>
		<description>Man, I think I am cyber-stalking you. I just found your articles on time-travel in movies literally yesterday (since I&#039;ve been watching Sarah Connor Chronicles recently and have been trying to reconcile the events) and, and today, I stumbled across this via a link from Atlas Games. I saw the name and thought &quot;no way it&#039;s the same guy.&quot;</description>
		<content:encoded><![CDATA[<p>Man, I think I am cyber-stalking you. I just found your articles on time-travel in movies literally yesterday (since I&#8217;ve been watching Sarah Connor Chronicles recently and have been trying to reconcile the events) and, and today, I stumbled across this via a link from Atlas Games. I saw the name and thought &#8220;no way it&#8217;s the same guy.&#8221;</p>
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