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	<title>Comments on: Thoughts on a Twitter RPG</title>
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	<link>http://westkarana.com/index.php/2009/02/19/thoughts-on-a-twitter-rpg/</link>
	<description>A blog about EverQuest, EverQuest II and MMORPGs in general</description>
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		<title>By: Tipa</title>
		<link>http://westkarana.com/index.php/2009/02/19/thoughts-on-a-twitter-rpg/comment-page-1/#comment-12407</link>
		<dc:creator>Tipa</dc:creator>
		<pubDate>Thu, 19 Feb 2009 19:58:47 +0000</pubDate>
		<guid isPermaLink="false">http://westkarana.com/?p=2704#comment-12407</guid>
		<description>Characters have three attributes: Mood, Action, and Reactions. Mood is Dauntless, Brave, Resolute, Apathetic, Nervous, Twittery (see what I did there?) and Scared. You start with Scared and earn better ones by not fleeing. If your health drops below a certain amount depending on your mood, you run and survive, but you get no loot and you don&#039;t earn toward the next braver mood. You don&#039;t have to slot the mood, in which case you stay until you die or the fight ends.

Action is your normal action in the fight -- attack with a weapon, cast a spell, shoot from ranged. You can change this at any time or slot nothing there.

Reaction is an action your character takes automatically based on some condition -- healing (a certain target or all nearby targets), attacking a weak spot, ducking out of action, etc.

Mood must be earned by not running when your bravest mood says you should. Actions and reactions come with experience. Weapons, spells and heals are dropped. No classes (just slot the actions and reactions you want to use), but there are levels. Gaining levels allows access to tougher fights. Early encounters are soloable, later ones will require friends. A death penalty of some sort must exist to give the character a reason to run if things turn bad.

You can change mood/action/reactions as much or as little as you like.</description>
		<content:encoded><![CDATA[<p>Characters have three attributes: Mood, Action, and Reactions. Mood is Dauntless, Brave, Resolute, Apathetic, Nervous, Twittery (see what I did there?) and Scared. You start with Scared and earn better ones by not fleeing. If your health drops below a certain amount depending on your mood, you run and survive, but you get no loot and you don&#8217;t earn toward the next braver mood. You don&#8217;t have to slot the mood, in which case you stay until you die or the fight ends.</p>
<p>Action is your normal action in the fight &#8212; attack with a weapon, cast a spell, shoot from ranged. You can change this at any time or slot nothing there.</p>
<p>Reaction is an action your character takes automatically based on some condition &#8212; healing (a certain target or all nearby targets), attacking a weak spot, ducking out of action, etc.</p>
<p>Mood must be earned by not running when your bravest mood says you should. Actions and reactions come with experience. Weapons, spells and heals are dropped. No classes (just slot the actions and reactions you want to use), but there are levels. Gaining levels allows access to tougher fights. Early encounters are soloable, later ones will require friends. A death penalty of some sort must exist to give the character a reason to run if things turn bad.</p>
<p>You can change mood/action/reactions as much or as little as you like.</p>
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	<item>
		<title>By: Tipa</title>
		<link>http://westkarana.com/index.php/2009/02/19/thoughts-on-a-twitter-rpg/comment-page-1/#comment-12405</link>
		<dc:creator>Tipa</dc:creator>
		<pubDate>Thu, 19 Feb 2009 19:09:14 +0000</pubDate>
		<guid isPermaLink="false">http://westkarana.com/?p=2704#comment-12405</guid>
		<description>@Shuttler -- yeah. I can just imagine someone trying to get a friend to tweet their move because they just need one more ice blast to kill the dragon :) Could implement action points so you could do as many actions as you had action points so you could play and react through the day if you wanted. Each move you made would be responded to immediately so you could keep playing until you ran out of action points. Or just use them all at once. Hmm.

@Malekith -- that is an incredibly cool idea. Kinda reminds me of that FF:Crystal Chronicles game for the Wii, where you would basically train up NPCs and have them go on adventures, and then you would receive their descriptions of what happened afterward.</description>
		<content:encoded><![CDATA[<p>@Shuttler &#8212; yeah. I can just imagine someone trying to get a friend to tweet their move because they just need one more ice blast to kill the dragon :) Could implement action points so you could do as many actions as you had action points so you could play and react through the day if you wanted. Each move you made would be responded to immediately so you could keep playing until you ran out of action points. Or just use them all at once. Hmm.</p>
<p>@Malekith &#8212; that is an incredibly cool idea. Kinda reminds me of that FF:Crystal Chronicles game for the Wii, where you would basically train up NPCs and have them go on adventures, and then you would receive their descriptions of what happened afterward.</p>
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		<title>By: Shuttler</title>
		<link>http://westkarana.com/index.php/2009/02/19/thoughts-on-a-twitter-rpg/comment-page-1/#comment-12404</link>
		<dc:creator>Shuttler</dc:creator>
		<pubDate>Thu, 19 Feb 2009 18:58:57 +0000</pubDate>
		<guid isPermaLink="false">http://westkarana.com/?p=2704#comment-12404</guid>
		<description>A daily encounter which you set and everyone attacks is kinda cool.

Once a day, short event. Nice.</description>
		<content:encoded><![CDATA[<p>A daily encounter which you set and everyone attacks is kinda cool.</p>
<p>Once a day, short event. Nice.</p>
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		<title>By: Malekith (Caffo)</title>
		<link>http://westkarana.com/index.php/2009/02/19/thoughts-on-a-twitter-rpg/comment-page-1/#comment-12403</link>
		<dc:creator>Malekith (Caffo)</dc:creator>
		<pubDate>Thu, 19 Feb 2009 18:57:51 +0000</pubDate>
		<guid isPermaLink="false">http://westkarana.com/?p=2704#comment-12403</guid>
		<description>Maybe you can make a kill 10 foozle game with a number of daily quests that are resolved by direct messages. The bot would tweet status messages like &quot;Tipa has completed the &#039;Goblin Infestation&#039; quest!&quot; or &quot;Caffo was slain by a Giant Goblin&quot;, so people following the bot would be able to get a feel of the &#039;mmo&#039; side, even if everybody plays the game alone.</description>
		<content:encoded><![CDATA[<p>Maybe you can make a kill 10 foozle game with a number of daily quests that are resolved by direct messages. The bot would tweet status messages like &#8220;Tipa has completed the &#8216;Goblin Infestation&#8217; quest!&#8221; or &#8220;Caffo was slain by a Giant Goblin&#8221;, so people following the bot would be able to get a feel of the &#8216;mmo&#8217; side, even if everybody plays the game alone.</p>
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		<title>By: Tipa</title>
		<link>http://westkarana.com/index.php/2009/02/19/thoughts-on-a-twitter-rpg/comment-page-1/#comment-12402</link>
		<dc:creator>Tipa</dc:creator>
		<pubDate>Thu, 19 Feb 2009 18:50:28 +0000</pubDate>
		<guid isPermaLink="false">http://westkarana.com/?p=2704#comment-12402</guid>
		<description>Oh man, that just gave me an evil idea.

What if it was a game like a raid, you would have this beast on some sort of # channel, and every player would have some basic gear and commands like, #raid cast magic missile, #raid attack with short sword or whatever, and every fifteen minutes or so, the game would tally all actions, the monster would respond, perhaps killing some people off (who would need healing etc), and then when the monster was dead, everyone would get a trinket, some gold or a piece of gear.

Something quick and dirty like that could be done fairly quickly without being TOO spameriffic. It&#039;s not Zork, but it might be fun.</description>
		<content:encoded><![CDATA[<p>Oh man, that just gave me an evil idea.</p>
<p>What if it was a game like a raid, you would have this beast on some sort of # channel, and every player would have some basic gear and commands like, #raid cast magic missile, #raid attack with short sword or whatever, and every fifteen minutes or so, the game would tally all actions, the monster would respond, perhaps killing some people off (who would need healing etc), and then when the monster was dead, everyone would get a trinket, some gold or a piece of gear.</p>
<p>Something quick and dirty like that could be done fairly quickly without being TOO spameriffic. It&#8217;s not Zork, but it might be fun.</p>
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		<title>By: Shuttler</title>
		<link>http://westkarana.com/index.php/2009/02/19/thoughts-on-a-twitter-rpg/comment-page-1/#comment-12401</link>
		<dc:creator>Shuttler</dc:creator>
		<pubDate>Thu, 19 Feb 2009 18:43:22 +0000</pubDate>
		<guid isPermaLink="false">http://westkarana.com/?p=2704#comment-12401</guid>
		<description>Oh and let me know when you start ;)</description>
		<content:encoded><![CDATA[<p>Oh and let me know when you start ;)</p>
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	<item>
		<title>By: Shuttler</title>
		<link>http://westkarana.com/index.php/2009/02/19/thoughts-on-a-twitter-rpg/comment-page-1/#comment-12400</link>
		<dc:creator>Shuttler</dc:creator>
		<pubDate>Thu, 19 Feb 2009 18:43:04 +0000</pubDate>
		<guid isPermaLink="false">http://westkarana.com/?p=2704#comment-12400</guid>
		<description>Nice idea, how about using hashtags to make it clear it&#039;s a game?

if you start the tweet #tiparpg then can you say whatever you want? What about limiting it to one task or discovery daily. That way the majority (or best) responses of those following the game make the action for the following days play? Also makes it easy for players to follow the game without following everyone if you see what I mean by visiting http://hashtags.org/</description>
		<content:encoded><![CDATA[<p>Nice idea, how about using hashtags to make it clear it&#8217;s a game?</p>
<p>if you start the tweet #tiparpg then can you say whatever you want? What about limiting it to one task or discovery daily. That way the majority (or best) responses of those following the game make the action for the following days play? Also makes it easy for players to follow the game without following everyone if you see what I mean by visiting <a href="http://hashtags.org/" rel="nofollow">http://hashtags.org/</a></p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Tipa</title>
		<link>http://westkarana.com/index.php/2009/02/19/thoughts-on-a-twitter-rpg/comment-page-1/#comment-12399</link>
		<dc:creator>Tipa</dc:creator>
		<pubDate>Thu, 19 Feb 2009 18:38:38 +0000</pubDate>
		<guid isPermaLink="false">http://westkarana.com/?p=2704#comment-12399</guid>
		<description>Direct messages would certainly deal with the spam, and a hunt the wumpus-type game would do well with that. I like the idea that your friends could watch you play and perhaps play themselves.

I realized I left off the player replying directly to the bot after I posted. That should have been in there.

I was thinking, though, about making a straight-up, combat oriented game for Twitter -- that would definitely be a direct message thing. So thanks for the great idea :)</description>
		<content:encoded><![CDATA[<p>Direct messages would certainly deal with the spam, and a hunt the wumpus-type game would do well with that. I like the idea that your friends could watch you play and perhaps play themselves.</p>
<p>I realized I left off the player replying directly to the bot after I posted. That should have been in there.</p>
<p>I was thinking, though, about making a straight-up, combat oriented game for Twitter &#8212; that would definitely be a direct message thing. So thanks for the great idea :)</p>
]]></content:encoded>
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	<item>
		<title>By: Malekith (Caffo)</title>
		<link>http://westkarana.com/index.php/2009/02/19/thoughts-on-a-twitter-rpg/comment-page-1/#comment-12398</link>
		<dc:creator>Malekith (Caffo)</dc:creator>
		<pubDate>Thu, 19 Feb 2009 18:28:08 +0000</pubDate>
		<guid isPermaLink="false">http://westkarana.com/?p=2704#comment-12398</guid>
		<description>To ensure your script didn&#039;t need to parse ALL incoming messages, you would want to prefix the messages with the bot id - like @rpgbot Put mirror in box, put box by door, open the door. It would be a lot easier if you do the entire thing using direct messages too, from a arch perspective.</description>
		<content:encoded><![CDATA[<p>To ensure your script didn&#8217;t need to parse ALL incoming messages, you would want to prefix the messages with the bot id &#8211; like @rpgbot Put mirror in box, put box by door, open the door. It would be a lot easier if you do the entire thing using direct messages too, from a arch perspective.</p>
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