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	<title>Comments on: Haven</title>
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	<link>http://www.1km1kt.net/rpg/haven</link>
	<description>An independent rpg game publishing site devoted to free rpg games</description>
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		<title>By: Antti Hukkanen</title>
		<link>http://www.1km1kt.net/rpg/haven/comment-page-1#comment-185</link>
		<dc:creator>Antti Hukkanen</dc:creator>
		<pubDate>Wed, 25 Feb 2009 22:38:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.1km1kt.net/?p=651#comment-185</guid>
		<description>Thanks for the comments, folks. I&#039;m trying to get people together for some actual playtesting, plus I&#039;ve already got a number of ideas about where I want to go with this.

Dyson: That&#039;s a good point about the Position mechanics in melee. (I expected it to have problems, since it&#039;s just basically something I suddenly thought of - even though I&#039;ve knocked around similar ideas for years.) If you want to stay in combat but get out of melee (and already have maximum position), what do you do? My quick fix would be to allow you to have a lower throw become the new position value. You sacrifice some ranged defence (position is mainly there to facilitate confused firefights) in order to get away from the guy hitting you. Granted, this could lead to some strange situations, like a low Agility actually helping you escape melee.

Mein Gott, I hadn&#039;t realised that Star Frontiers (of all games!) had a similar stat system. But there you have it. Nothing new under the sun.

Tad: Thank you! That&#039;s about the nicest thing I ever expected to hear about my creations.</description>
		<content:encoded><![CDATA[<p>Thanks for the comments, folks. I&#8217;m trying to get people together for some actual playtesting, plus I&#8217;ve already got a number of ideas about where I want to go with this.</p>
<p>Dyson: That&#8217;s a good point about the Position mechanics in melee. (I expected it to have problems, since it&#8217;s just basically something I suddenly thought of &#8211; even though I&#8217;ve knocked around similar ideas for years.) If you want to stay in combat but get out of melee (and already have maximum position), what do you do? My quick fix would be to allow you to have a lower throw become the new position value. You sacrifice some ranged defence (position is mainly there to facilitate confused firefights) in order to get away from the guy hitting you. Granted, this could lead to some strange situations, like a low Agility actually helping you escape melee.</p>
<p>Mein Gott, I hadn&#8217;t realised that Star Frontiers (of all games!) had a similar stat system. But there you have it. Nothing new under the sun.</p>
<p>Tad: Thank you! That&#8217;s about the nicest thing I ever expected to hear about my creations.</p>
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		<title>By: Tad</title>
		<link>http://www.1km1kt.net/rpg/haven/comment-page-1#comment-182</link>
		<dc:creator>Tad</dc:creator>
		<pubDate>Sun, 22 Feb 2009 17:57:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.1km1kt.net/?p=651#comment-182</guid>
		<description>I have spent money on products much lower in quality than this. Nice</description>
		<content:encoded><![CDATA[<p>I have spent money on products much lower in quality than this. Nice</p>
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	<item>
		<title>By: Dyson Logos</title>
		<link>http://www.1km1kt.net/rpg/haven/comment-page-1#comment-180</link>
		<dc:creator>Dyson Logos</dc:creator>
		<pubDate>Sun, 22 Feb 2009 05:59:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.1km1kt.net/?p=651#comment-180</guid>
		<description>The position mechanic is interesting, but I find it awkward when dealing with melee combat - there is no mechanic to provide greater separation between yourself and an opponent who rolls a similar position to yours. You can roll for position again, but assuming you already had a position about as high as you could roll, the new roll won&#039;t provide the positioning gap you need to escape the combat - effectively you would be better off in a worse position than you currently have.

I&#039;m going to stop dissecting the mechanic now, as I&#039;ll probably try to use something like it in my own 24 hour RPG when I get a chance to sit down later this week.

I like the coin toss mechanic and have ever since I picked up Prince Valiant, even though I&#039;m a dice-lover.

LOVE that the attribute pairs are a throw-back to Star Frontiers.

I&#039;d like to see where you go with this, especially with the addition of the hinted-at setting material.</description>
		<content:encoded><![CDATA[<p>The position mechanic is interesting, but I find it awkward when dealing with melee combat &#8211; there is no mechanic to provide greater separation between yourself and an opponent who rolls a similar position to yours. You can roll for position again, but assuming you already had a position about as high as you could roll, the new roll won&#8217;t provide the positioning gap you need to escape the combat &#8211; effectively you would be better off in a worse position than you currently have.</p>
<p>I&#8217;m going to stop dissecting the mechanic now, as I&#8217;ll probably try to use something like it in my own 24 hour RPG when I get a chance to sit down later this week.</p>
<p>I like the coin toss mechanic and have ever since I picked up Prince Valiant, even though I&#8217;m a dice-lover.</p>
<p>LOVE that the attribute pairs are a throw-back to Star Frontiers.</p>
<p>I&#8217;d like to see where you go with this, especially with the addition of the hinted-at setting material.</p>
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