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	<title>Comments for Old School Hack</title>
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	<description>Trying to capture that sweet spot in a new way</description>
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		<title>Comment on Happy Holidays from OSH! by drow</title>
		<link>http://www.oldschoolhack.net/2011/12/happy-holidays-from-osh/comment-page-1/#comment-555</link>
		<dc:creator>drow</dc:creator>
		<pubDate>Wed, 18 Jan 2012 16:31:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.oldschoolhack.net/?p=101#comment-555</guid>
		<description>no way, i love the layout.  there are already other two-column giant block of text retroclones.

just my 2cp.</description>
		<content:encoded><![CDATA[<p>no way, i love the layout.  there are already other two-column giant block of text retroclones.</p>
<p>just my 2cp.</p>
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		<title>Comment on Happy Holidays from OSH! by John Sussenberger</title>
		<link>http://www.oldschoolhack.net/2011/12/happy-holidays-from-osh/comment-page-1/#comment-541</link>
		<dc:creator>John Sussenberger</dc:creator>
		<pubDate>Tue, 20 Dec 2011 15:24:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.oldschoolhack.net/?p=101#comment-541</guid>
		<description>I agree with Simon.  I like the layout so much that I won&#039;t use classes that are not laid out in the same way.

I prefer landscape format as well since I normally use an I-pad or computer.</description>
		<content:encoded><![CDATA[<p>I agree with Simon.  I like the layout so much that I won&#8217;t use classes that are not laid out in the same way.</p>
<p>I prefer landscape format as well since I normally use an I-pad or computer.</p>
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		<title>Comment on Happy Holidays from OSH! by Simon Forster</title>
		<link>http://www.oldschoolhack.net/2011/12/happy-holidays-from-osh/comment-page-1/#comment-539</link>
		<dc:creator>Simon Forster</dc:creator>
		<pubDate>Sat, 17 Dec 2011 10:53:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.oldschoolhack.net/?p=101#comment-539</guid>
		<description>I like the layout. It&#039;s actually one of the things that made me delve deeper into the game.</description>
		<content:encoded><![CDATA[<p>I like the layout. It&#8217;s actually one of the things that made me delve deeper into the game.</p>
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		<title>Comment on Thoughts on Advancement and Long-Term Play by fictive</title>
		<link>http://www.oldschoolhack.net/2011/09/thoughts-on-advancement-and-long-term-play/comment-page-1/#comment-525</link>
		<dc:creator>fictive</dc:creator>
		<pubDate>Thu, 03 Nov 2011 12:01:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.oldschoolhack.net/?p=99#comment-525</guid>
		<description>I had not thought of the game&#039;s progression as &quot;lateral leveling&quot; but that&#039;s a really good term for it. In fact, I think it would be cool to have the &quot;tiers&quot; arranged horizontally, like a Venn diagram.

You could have &quot;Adventurers&quot; in the center, with &quot;Rulers&quot; and &quot;Researchers&quot; and &quot;Worshipers&quot; as circles overlapping each other and the center, maybe.

Then for each of those &quot;types&quot; develop stylistic talents and minisystems. Rulers focus on handling governance, with war and rebellion and trade agreements etc. Researchers go looking for lost cities, gain prestige among their peers, develop theories, and maybe change &quot;common knowledge.&quot; Worshipers convert others to their churches, find or protect holy artifacts, conduct services, and so on.

You can see how each of those &quot;realms&quot; would overlap with adventuring, and also overlap with the others. You could also have novices starting from any of those places, and experts becoming novices as they move from one style to the next.

The cleric starts focusing on converting people, transitions into adventuring, then explores rulership, maybe. But a cleric could also start with adventuring, move into rulership, and then transition into worship as a hermit or manager of a city&#039;s religious life. Or, a church administrator is entrusted with growing the church in an area, (overlapping worship and rule), then tasked with leading adventurers to accomplish a goal.

Just a thought.</description>
		<content:encoded><![CDATA[<p>I had not thought of the game&#8217;s progression as &#8220;lateral leveling&#8221; but that&#8217;s a really good term for it. In fact, I think it would be cool to have the &#8220;tiers&#8221; arranged horizontally, like a Venn diagram.</p>
<p>You could have &#8220;Adventurers&#8221; in the center, with &#8220;Rulers&#8221; and &#8220;Researchers&#8221; and &#8220;Worshipers&#8221; as circles overlapping each other and the center, maybe.</p>
<p>Then for each of those &#8220;types&#8221; develop stylistic talents and minisystems. Rulers focus on handling governance, with war and rebellion and trade agreements etc. Researchers go looking for lost cities, gain prestige among their peers, develop theories, and maybe change &#8220;common knowledge.&#8221; Worshipers convert others to their churches, find or protect holy artifacts, conduct services, and so on.</p>
<p>You can see how each of those &#8220;realms&#8221; would overlap with adventuring, and also overlap with the others. You could also have novices starting from any of those places, and experts becoming novices as they move from one style to the next.</p>
<p>The cleric starts focusing on converting people, transitions into adventuring, then explores rulership, maybe. But a cleric could also start with adventuring, move into rulership, and then transition into worship as a hermit or manager of a city&#8217;s religious life. Or, a church administrator is entrusted with growing the church in an area, (overlapping worship and rule), then tasked with leading adventurers to accomplish a goal.</p>
<p>Just a thought.</p>
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		<title>Comment on Thoughts on Advancement and Long-Term Play by kirin</title>
		<link>http://www.oldschoolhack.net/2011/09/thoughts-on-advancement-and-long-term-play/comment-page-1/#comment-512</link>
		<dc:creator>kirin</dc:creator>
		<pubDate>Thu, 29 Sep 2011 17:32:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.oldschoolhack.net/?p=99#comment-512</guid>
		<description>Oh! I didn&#039;t mean for &quot;let&#039;s change the language of Awesome Points&quot; as any sort of rules-change or something I was going to &quot;officially introduce&quot; for the Heroic Tier.

It was just a thought/suggestion for those who had that particular concern, nothing more. I may try it myself, depending on discussion with my group.</description>
		<content:encoded><![CDATA[<p>Oh! I didn&#8217;t mean for &#8220;let&#8217;s change the language of Awesome Points&#8221; as any sort of rules-change or something I was going to &#8220;officially introduce&#8221; for the Heroic Tier.</p>
<p>It was just a thought/suggestion for those who had that particular concern, nothing more. I may try it myself, depending on discussion with my group.</p>
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