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	<title>Comments on: [CFMS] Design Goals</title>
	<atom:link href="http://jeremykeller.com/2009/09/24/cfms-design-goals/feed/" rel="self" type="application/rss+xml" />
	<link>http://jeremykeller.com/2009/09/24/cfms-design-goals/</link>
	<description>A blog of creative endeavors</description>
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		<title>By: Aramis</title>
		<link>http://jeremykeller.com/2009/09/24/cfms-design-goals/comment-page-1/#comment-2623</link>
		<dc:creator>Aramis</dc:creator>
		<pubDate>Sat, 30 Jan 2010 10:32:34 +0000</pubDate>
		<guid isPermaLink="false">http://jeremykeller.com/?p=135#comment-2623</guid>
		<description>&quot;Otherwise, why not just play Reign?&quot;

because...
...one has CF and not Reign.
...one doesn&#039;t like Reign&#039;s dice mechanics. 
...one&#039;s player group doesn&#039;t like Reign&#039;s dice mechanics.

What I&#039;d like to see is the ability to handle and differentiate guilds from landholds, but run them both under the same basic mechanics.

Something that handles better than Pendragon&#039;s &lt;i&gt;Lordly Domains&lt;/i&gt; or AD&amp;D&#039;s &lt;i&gt;Birthright&lt;/i&gt;...</description>
		<content:encoded><![CDATA[<p>&#8220;Otherwise, why not just play Reign?&#8221;</p>
<p>because&#8230;<br />
&#8230;one has CF and not Reign.<br />
&#8230;one doesn&#8217;t like Reign&#8217;s dice mechanics.<br />
&#8230;one&#8217;s player group doesn&#8217;t like Reign&#8217;s dice mechanics.</p>
<p>What I&#8217;d like to see is the ability to handle and differentiate guilds from landholds, but run them both under the same basic mechanics.</p>
<p>Something that handles better than Pendragon&#8217;s <i>Lordly Domains</i> or AD&amp;D&#8217;s <i>Birthright</i>&#8230;</p>
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		<title>By: Jeremy Keller</title>
		<link>http://jeremykeller.com/2009/09/24/cfms-design-goals/comment-page-1/#comment-2613</link>
		<dc:creator>Jeremy Keller</dc:creator>
		<pubDate>Tue, 19 Jan 2010 23:12:39 +0000</pubDate>
		<guid isPermaLink="false">http://jeremykeller.com/?p=135#comment-2613</guid>
		<description>Reign will certainly be listed among the influences for this system. That said, I want to make sure the manor system is not just Reign&#039;s companies with step-dice. I&#039;m really trying to approach the themes and mechanics from a different angle. Otherwise, why not just play Reign?

For example, I too like the versatility of Reign&#039;s companies and the way you can easily use them for any type of organization from any type of society. Chronica&#039;s manor system, however, will be laser focused on medieval hierarchies and feudal land holdings. You&#039;ll be able to bend and twist the rules for a wide definitions of &quot;lord&quot; and &quot;vassal&quot; but it--fingers-crossed--should do a good job of bringing out setting-specific elements of the culture through play.</description>
		<content:encoded><![CDATA[<p>Reign will certainly be listed among the influences for this system. That said, I want to make sure the manor system is not just Reign&#8217;s companies with step-dice. I&#8217;m really trying to approach the themes and mechanics from a different angle. Otherwise, why not just play Reign?</p>
<p>For example, I too like the versatility of Reign&#8217;s companies and the way you can easily use them for any type of organization from any type of society. Chronica&#8217;s manor system, however, will be laser focused on medieval hierarchies and feudal land holdings. You&#8217;ll be able to bend and twist the rules for a wide definitions of &#8220;lord&#8221; and &#8220;vassal&#8221; but it&#8211;fingers-crossed&#8211;should do a good job of bringing out setting-specific elements of the culture through play.</p>
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		<title>By: Daniel Elenius</title>
		<link>http://jeremykeller.com/2009/09/24/cfms-design-goals/comment-page-1/#comment-2611</link>
		<dc:creator>Daniel Elenius</dc:creator>
		<pubDate>Sun, 17 Jan 2010 18:10:38 +0000</pubDate>
		<guid isPermaLink="false">http://jeremykeller.com/?p=135#comment-2611</guid>
		<description>One existing system that does at least 1-3 above is Reign&#039;s company mechanics. An interesting aspect of those rules is that it handles non-landed types of organizations as well (the &quot;Territory&quot; stat of your &quot;company&quot; could be zero).</description>
		<content:encoded><![CDATA[<p>One existing system that does at least 1-3 above is Reign&#8217;s company mechanics. An interesting aspect of those rules is that it handles non-landed types of organizations as well (the &#8220;Territory&#8221; stat of your &#8220;company&#8221; could be zero).</p>
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		<title>By: Serge</title>
		<link>http://jeremykeller.com/2009/09/24/cfms-design-goals/comment-page-1/#comment-2539</link>
		<dc:creator>Serge</dc:creator>
		<pubDate>Tue, 29 Sep 2009 12:52:21 +0000</pubDate>
		<guid isPermaLink="false">http://jeremykeller.com/?p=135#comment-2539</guid>
		<description>Hello, just bought CS yesterday. Very nice job; The goals are reached. I haven&#039;t played the game yet, but i&#039;ve been in the rpg since 81 and i know a good one when i see it !

The system is very interesting, switft, global, very open to characterisation. I am sure that if you translate it into french you&#039;ll have plenty of new players too.

Keep going !</description>
		<content:encoded><![CDATA[<p>Hello, just bought CS yesterday. Very nice job; The goals are reached. I haven&#8217;t played the game yet, but i&#8217;ve been in the rpg since 81 and i know a good one when i see it !</p>
<p>The system is very interesting, switft, global, very open to characterisation. I am sure that if you translate it into french you&#8217;ll have plenty of new players too.</p>
<p>Keep going !</p>
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		<title>By: Conall Kavanagh</title>
		<link>http://jeremykeller.com/2009/09/24/cfms-design-goals/comment-page-1/#comment-2537</link>
		<dc:creator>Conall Kavanagh</dc:creator>
		<pubDate>Sat, 26 Sep 2009 23:14:41 +0000</pubDate>
		<guid isPermaLink="false">http://jeremykeller.com/?p=135#comment-2537</guid>
		<description>I would add:
Provide a bottom-up mechanism for determining population density and the sizes of local towns and cities.  Incorporate the effects of infrequent but catastrophic events (eg. famine, crop disease, etc.) into gameplay.</description>
		<content:encoded><![CDATA[<p>I would add:<br />
Provide a bottom-up mechanism for determining population density and the sizes of local towns and cities.  Incorporate the effects of infrequent but catastrophic events (eg. famine, crop disease, etc.) into gameplay.</p>
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	<item>
		<title>By: Jeremy Keller</title>
		<link>http://jeremykeller.com/2009/09/24/cfms-design-goals/comment-page-1/#comment-2536</link>
		<dc:creator>Jeremy Keller</dc:creator>
		<pubDate>Fri, 25 Sep 2009 21:50:27 +0000</pubDate>
		<guid isPermaLink="false">http://jeremykeller.com/?p=135#comment-2536</guid>
		<description>I added a sixth item, &quot;Avoid using charts...,&quot; above.</description>
		<content:encoded><![CDATA[<p>I added a sixth item, &#8220;Avoid using charts&#8230;,&#8221; above.</p>
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	<item>
		<title>By: Jeremy Keller</title>
		<link>http://jeremykeller.com/2009/09/24/cfms-design-goals/comment-page-1/#comment-2535</link>
		<dc:creator>Jeremy Keller</dc:creator>
		<pubDate>Thu, 24 Sep 2009 19:48:38 +0000</pubDate>
		<guid isPermaLink="false">http://jeremykeller.com/?p=135#comment-2535</guid>
		<description>Definitely. Family is an important factor. Marriage is a method of acquiring more land and strengthening alliances. Your heirs will be potential future characters for generational play.</description>
		<content:encoded><![CDATA[<p>Definitely. Family is an important factor. Marriage is a method of acquiring more land and strengthening alliances. Your heirs will be potential future characters for generational play.</p>
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		<title>By: Graham Bottley</title>
		<link>http://jeremykeller.com/2009/09/24/cfms-design-goals/comment-page-1/#comment-2534</link>
		<dc:creator>Graham Bottley</dc:creator>
		<pubDate>Thu, 24 Sep 2009 19:44:14 +0000</pubDate>
		<guid isPermaLink="false">http://jeremykeller.com/?p=135#comment-2534</guid>
		<description>I think that some rules for Family both close and extended would be good, as these are important concepts in a Manor setting, whether the character is a Peasant or Noble</description>
		<content:encoded><![CDATA[<p>I think that some rules for Family both close and extended would be good, as these are important concepts in a Manor setting, whether the character is a Peasant or Noble</p>
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