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	<title>Comments on: Tunnel Quest 2</title>
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	<link>http://www.1km1kt.net/rpg/tunnel-quest-2</link>
	<description>An independent rpg game publishing site devoted to free rpg games</description>
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		<title>By: ronbunxious</title>
		<link>http://www.1km1kt.net/rpg/tunnel-quest-2/comment-page-1#comment-1146</link>
		<dc:creator>ronbunxious</dc:creator>
		<pubDate>Sat, 05 Jun 2010 02:34:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.1km1kt.net/?p=860#comment-1146</guid>
		<description>Hi!

Thank you for this game. I love the game and so do my little ronBunxious ones. We use the &quot;freeform&quot; spell-casting variant of the previous edition. Kids make up such cool spells. I actually love how unrestricted I feel when I run the game. High GM trust game, but GM prep/workload games are so low that you really can build a nice game with your group.  

But yeah I tend to agree with Callan regarding the page count. Although 20 pages is a paltry number to absorb compared to page count + supplements of more mainstream RPGs, a group of 3 adults I ran the game with just couldn&#039;t be bothered. One was a writer too. Wimps. ;D Once again it falls upon the GM to shoulder the &quot;teach the rules&quot; portion of RPGing. But that&#039;s okay for me since I enjoy running the game, and they get a pass since they&#039;re NOOBs to RPGing.

What I love about &quot;retro-clone-ish&quot; games is that combat can actually scare the party going toe-to-toe with the baddies. Hit-or-Be-Hit in one roll does that in Tunnel Quest and being outnumbered sucks again. Whatever, there&#039;s no shame in running... just make sure you come back with a bigger and pointier killing devices next time. I love making up monsters on the fly... and not having to roll too. Combat is soooo bloody fast too.   
 
And speaking of making things up: I&#039;ve always tacked on/modded rules anyways. Yeah, I&#039;m guilty of that. I guess it&#039;s soooo Old School of me, but I like to modify games to suit styles/tastes. Never a bad thing, IMO, if the groups okay with it.

Thanks again.</description>
		<content:encoded><![CDATA[<p>Hi!</p>
<p>Thank you for this game. I love the game and so do my little ronBunxious ones. We use the &#8220;freeform&#8221; spell-casting variant of the previous edition. Kids make up such cool spells. I actually love how unrestricted I feel when I run the game. High GM trust game, but GM prep/workload games are so low that you really can build a nice game with your group.  </p>
<p>But yeah I tend to agree with Callan regarding the page count. Although 20 pages is a paltry number to absorb compared to page count + supplements of more mainstream RPGs, a group of 3 adults I ran the game with just couldn&#8217;t be bothered. One was a writer too. Wimps. ;D Once again it falls upon the GM to shoulder the &#8220;teach the rules&#8221; portion of RPGing. But that&#8217;s okay for me since I enjoy running the game, and they get a pass since they&#8217;re NOOBs to RPGing.</p>
<p>What I love about &#8220;retro-clone-ish&#8221; games is that combat can actually scare the party going toe-to-toe with the baddies. Hit-or-Be-Hit in one roll does that in Tunnel Quest and being outnumbered sucks again. Whatever, there&#8217;s no shame in running&#8230; just make sure you come back with a bigger and pointier killing devices next time. I love making up monsters on the fly&#8230; and not having to roll too. Combat is soooo bloody fast too.   </p>
<p>And speaking of making things up: I&#8217;ve always tacked on/modded rules anyways. Yeah, I&#8217;m guilty of that. I guess it&#8217;s soooo Old School of me, but I like to modify games to suit styles/tastes. Never a bad thing, IMO, if the groups okay with it.</p>
<p>Thanks again.</p>
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		<title>By: Callan S.</title>
		<link>http://www.1km1kt.net/rpg/tunnel-quest-2/comment-page-1#comment-1102</link>
		<dc:creator>Callan S.</dc:creator>
		<pubDate>Sat, 08 May 2010 06:04:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.1km1kt.net/?p=860#comment-1102</guid>
		<description>I wish these games that provide a &#039;simple system&#039; could show it all on one page (many board games, some with some quite complex gameplay can list their rules on one page - chess, for example), and then if they have to be multipage, explain the extra options and stuff on the rest of the pages.

People either wont absorb the whole 20 pages so they wont play, or they will play and just make things up - defeating the idea of making a set of rules...why make something everyone ignores?</description>
		<content:encoded><![CDATA[<p>I wish these games that provide a &#8216;simple system&#8217; could show it all on one page (many board games, some with some quite complex gameplay can list their rules on one page &#8211; chess, for example), and then if they have to be multipage, explain the extra options and stuff on the rest of the pages.</p>
<p>People either wont absorb the whole 20 pages so they wont play, or they will play and just make things up &#8211; defeating the idea of making a set of rules&#8230;why make something everyone ignores?</p>
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	<item>
		<title>By: Mike</title>
		<link>http://www.1km1kt.net/rpg/tunnel-quest-2/comment-page-1#comment-479</link>
		<dc:creator>Mike</dc:creator>
		<pubDate>Mon, 28 Dec 2009 23:02:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.1km1kt.net/?p=860#comment-479</guid>
		<description>You can find updates to version 2 here: http://sites.google.com/site/hogtunnels/tunnel-quest</description>
		<content:encoded><![CDATA[<p>You can find updates to version 2 here: <a href="http://sites.google.com/site/hogtunnels/tunnel-quest" rel="nofollow">http://sites.google.com/site/hogtunnels/tunnel-quest</a></p>
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