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	<title>Comments on: I end poorly</title>
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	<link>http://www.korpg.com/blog/?p=686</link>
	<description>...about the KORE rpg &#38; game development</description>
	<lastBuildDate>Mon, 06 Sep 2010 23:45:24 +0000</lastBuildDate>
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		<title>By: Kevin</title>
		<link>http://www.korpg.com/blog/?p=686&#038;cpage=1#comment-93</link>
		<dc:creator>Kevin</dc:creator>
		<pubDate>Tue, 24 Nov 2009 19:50:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.korpg.com/blog/?p=686#comment-93</guid>
		<description>@misterecho: True, I feel that I am doing a lot right. More right than wrong for that matter. But that shouldn&#039;t give me liscense to ignore the 1000 pound gorilla in my GM world. For the record, I&#039;m not looking to become perfect, just better.

@Mark: I disagree. Convergence is a timed event of sorts. Ending the game should be even more possible since everyone involved knows when the clock runs-out. Maybe I&#039;m wrong, but it seems I&#039;m missing something in my games that should be there.

@Both: Perhaps I am being too overly-critical and the enjoyment is the only metric I should be judging myself on. But while the games are enjoyable, I still think they could approach something closeer to awesome with a really tight ending... and for that I&#039;m not meeting the bar.

And if you&#039;re curious why I bother... then this says it all:
&lt;a href=&quot;http://sacha3791.livejournal.com/24169.html&quot; rel=&quot;nofollow&quot;&gt;Wisdom from 1979&lt;/a&gt;</description>
		<content:encoded><![CDATA[<p>@misterecho: True, I feel that I am doing a lot right. More right than wrong for that matter. But that shouldn&#8217;t give me liscense to ignore the 1000 pound gorilla in my GM world. For the record, I&#8217;m not looking to become perfect, just better.</p>
<p>@Mark: I disagree. Convergence is a timed event of sorts. Ending the game should be even more possible since everyone involved knows when the clock runs-out. Maybe I&#8217;m wrong, but it seems I&#8217;m missing something in my games that should be there.</p>
<p>@Both: Perhaps I am being too overly-critical and the enjoyment is the only metric I should be judging myself on. But while the games are enjoyable, I still think they could approach something closeer to awesome with a really tight ending&#8230; and for that I&#8217;m not meeting the bar.</p>
<p>And if you&#8217;re curious why I bother&#8230; then this says it all:<br />
<a href="http://sacha3791.livejournal.com/24169.html" rel="nofollow">Wisdom from 1979</a></p>
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		<title>By: Mark</title>
		<link>http://www.korpg.com/blog/?p=686&#038;cpage=1#comment-89</link>
		<dc:creator>Mark</dc:creator>
		<pubDate>Sat, 21 Nov 2009 16:06:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.korpg.com/blog/?p=686#comment-89</guid>
		<description>To be fair, Convergence is a difficult challenge.  Running a one off campaign in a compressed time environment  and still hit the perfect ending, is difficult.   Glorious endings need the buy-in from the players based on his character&#039;s goals.   Within the space of the weekend with all new characters, I&#039;m certain I didn&#039;t understand all of my character&#039;s motivations.   Likewise, if I wasn&#039;t fully engaged with the character, it would be difficult for the GM to pick up on that and tailor the ending.

On a second note, role playing games are supposed to have definitive ends.   They certainly can be run for short sessions or campaigns but the longer campaigns evoke the best interaction and play.   Characters often grow and are morphed by a combination of the original concept, the campaign details, and the other party members.   The evolution takes more time than a few sessions over a few days.

Finally, the Fall D&amp;D game  was a great campaign over many hours.  I don&#039;t think it was marred by the final minutes.   Everyone had fun.   Enjoyment is the key.</description>
		<content:encoded><![CDATA[<p>To be fair, Convergence is a difficult challenge.  Running a one off campaign in a compressed time environment  and still hit the perfect ending, is difficult.   Glorious endings need the buy-in from the players based on his character&#8217;s goals.   Within the space of the weekend with all new characters, I&#8217;m certain I didn&#8217;t understand all of my character&#8217;s motivations.   Likewise, if I wasn&#8217;t fully engaged with the character, it would be difficult for the GM to pick up on that and tailor the ending.</p>
<p>On a second note, role playing games are supposed to have definitive ends.   They certainly can be run for short sessions or campaigns but the longer campaigns evoke the best interaction and play.   Characters often grow and are morphed by a combination of the original concept, the campaign details, and the other party members.   The evolution takes more time than a few sessions over a few days.</p>
<p>Finally, the Fall D&amp;D game  was a great campaign over many hours.  I don&#8217;t think it was marred by the final minutes.   Everyone had fun.   Enjoyment is the key.</p>
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		<title>By: misterecho</title>
		<link>http://www.korpg.com/blog/?p=686&#038;cpage=1#comment-88</link>
		<dc:creator>misterecho</dc:creator>
		<pubDate>Sat, 21 Nov 2009 08:39:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.korpg.com/blog/?p=686#comment-88</guid>
		<description>I wouldn&#039;t fret, you&#039;re obviously doing something right. While i admire your efforts to become the perfect GM, it&#039;s impossible. As long as everyone is enjoying themselves does it really matter?

Knowing your weaknesses is the first step to improving them. :)</description>
		<content:encoded><![CDATA[<p>I wouldn&#8217;t fret, you&#8217;re obviously doing something right. While i admire your efforts to become the perfect GM, it&#8217;s impossible. As long as everyone is enjoying themselves does it really matter?</p>
<p>Knowing your weaknesses is the first step to improving them. <img src='http://www.korpg.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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