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	<title>Comments on: How to Write Rules</title>
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	<link>http://www.antipwn.com/paint/2010/02/how-to-write-rules/</link>
	<description>Adventures in painting toy soldiers</description>
	<lastBuildDate>Mon, 09 May 2011 06:40:14 +0000</lastBuildDate>
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		<title>By: Barry Wilson</title>
		<link>http://www.antipwn.com/paint/2010/02/how-to-write-rules/comment-page-1/#comment-4540</link>
		<dc:creator>Barry Wilson</dc:creator>
		<pubDate>Mon, 31 Jan 2011 17:15:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.antipwn.com/paint/?p=204#comment-4540</guid>
		<description>As long as you can avoid the problems that Necromunda ( Drastically unbalanced campaign advancement system ) and Mordheim ( Fatally flawed weapon rules ) have, then I think it is something that would be great!</description>
		<content:encoded><![CDATA[<p>As long as you can avoid the problems that Necromunda ( Drastically unbalanced campaign advancement system ) and Mordheim ( Fatally flawed weapon rules ) have, then I think it is something that would be great!</p>
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		<title>By: IainC</title>
		<link>http://www.antipwn.com/paint/2010/02/how-to-write-rules/comment-page-1/#comment-4491</link>
		<dc:creator>IainC</dc:creator>
		<pubDate>Sun, 30 Jan 2011 01:36:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.antipwn.com/paint/?p=204#comment-4491</guid>
		<description>I&#039;m kinda-sorta sketching out an idea for a Chaos warband based skirmish game. I think that for a game of this scale you need to narrow the focus dramatically otherwise races that are too different end up distorting the magnified range that you are working in. You can&#039;t easily account for detail differences between differently skilled basic humans and then add in Chaos Warriors for example. They just break the scale.

Mordheim sort of managed to get around that by not allowing you to deviate very far from racial norms on the main WFB scale but that&#039;s kind of unsatisfying for a campaign game.</description>
		<content:encoded><![CDATA[<p>I&#8217;m kinda-sorta sketching out an idea for a Chaos warband based skirmish game. I think that for a game of this scale you need to narrow the focus dramatically otherwise races that are too different end up distorting the magnified range that you are working in. You can&#8217;t easily account for detail differences between differently skilled basic humans and then add in Chaos Warriors for example. They just break the scale.</p>
<p>Mordheim sort of managed to get around that by not allowing you to deviate very far from racial norms on the main WFB scale but that&#8217;s kind of unsatisfying for a campaign game.</p>
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		<title>By: Barry Wilson</title>
		<link>http://www.antipwn.com/paint/2010/02/how-to-write-rules/comment-page-1/#comment-4489</link>
		<dc:creator>Barry Wilson</dc:creator>
		<pubDate>Sun, 30 Jan 2011 01:09:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.antipwn.com/paint/?p=204#comment-4489</guid>
		<description>Your first point up there ( Be Precise ) is very very quite important. One thing that I&#039;ve been noticing lately, is the use of keywords in games rulebooks. That allows you to be very precise, and allows you to more easily define both rules and rules exceptions.

I keep having this idea in my head for a new skirmish level miniatures game. Something perhaps fantasy flavoured, maybe a bit like Chaos Warbands with additional flexibility for other races too. Maybe something almost a bit like D&amp;D&#039;s aborted Chainmail line. Where you have a &quot;race&quot; of units that you&#039;re using for your warband. Have models that are somewhat Fighter like, Cleric like, Rogue like, etc. Maybe some would have crappier profiles, and you&#039;d get more. ( Kobolds/Skaven types )

Hmmm, thinking thinking.</description>
		<content:encoded><![CDATA[<p>Your first point up there ( Be Precise ) is very very quite important. One thing that I&#8217;ve been noticing lately, is the use of keywords in games rulebooks. That allows you to be very precise, and allows you to more easily define both rules and rules exceptions.</p>
<p>I keep having this idea in my head for a new skirmish level miniatures game. Something perhaps fantasy flavoured, maybe a bit like Chaos Warbands with additional flexibility for other races too. Maybe something almost a bit like D&amp;D&#8217;s aborted Chainmail line. Where you have a &#8220;race&#8221; of units that you&#8217;re using for your warband. Have models that are somewhat Fighter like, Cleric like, Rogue like, etc. Maybe some would have crappier profiles, and you&#8217;d get more. ( Kobolds/Skaven types )</p>
<p>Hmmm, thinking thinking.</p>
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		<title>By: IainC</title>
		<link>http://www.antipwn.com/paint/2010/02/how-to-write-rules/comment-page-1/#comment-436</link>
		<dc:creator>IainC</dc:creator>
		<pubDate>Sun, 18 Apr 2010 15:38:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.antipwn.com/paint/?p=204#comment-436</guid>
		<description>Yes, there will be more instalments coming down the line and I&#039;ll certainly be covering that topic. I prefer to call it internal balance though rather than synergy.</description>
		<content:encoded><![CDATA[<p>Yes, there will be more instalments coming down the line and I&#8217;ll certainly be covering that topic. I prefer to call it internal balance though rather than synergy.</p>
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		<title>By: Marten</title>
		<link>http://www.antipwn.com/paint/2010/02/how-to-write-rules/comment-page-1/#comment-429</link>
		<dc:creator>Marten</dc:creator>
		<pubDate>Thu, 15 Apr 2010 10:55:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.antipwn.com/paint/?p=204#comment-429</guid>
		<description>Good read, looking forward to part two. Will you be covering aspects like unit synergy and balancing? 

By this, I mean the part a unit plays in an army. Some units work better when combined with others, some only have a place in certain armies. There are the dreaded &#039;poop&#039; units that are cool but not very effective (eg Tomb Kings Icon Bearer), and there are successful army books where each unit seems to have its place and is worth its points value (Dark Elves). There are armies that work best (or too well) in only one configuration and there are those that can be fielded successfully (or at least with equal success) in several different ways.
How do you deal with these aspects in design?</description>
		<content:encoded><![CDATA[<p>Good read, looking forward to part two. Will you be covering aspects like unit synergy and balancing? </p>
<p>By this, I mean the part a unit plays in an army. Some units work better when combined with others, some only have a place in certain armies. There are the dreaded &#8216;poop&#8217; units that are cool but not very effective (eg Tomb Kings Icon Bearer), and there are successful army books where each unit seems to have its place and is worth its points value (Dark Elves). There are armies that work best (or too well) in only one configuration and there are those that can be fielded successfully (or at least with equal success) in several different ways.<br />
How do you deal with these aspects in design?</p>
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		<title>By: B, Skinner</title>
		<link>http://www.antipwn.com/paint/2010/02/how-to-write-rules/comment-page-1/#comment-235</link>
		<dc:creator>B, Skinner</dc:creator>
		<pubDate>Sat, 06 Mar 2010 12:29:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.antipwn.com/paint/?p=204#comment-235</guid>
		<description>Good article, thanks for writing it!</description>
		<content:encoded><![CDATA[<p>Good article, thanks for writing it!</p>
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