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	<title>Comments on: The Pedagogy of Play: Bite-Sized Pieces, Part II</title>
	<link>http://www.mythic-cartography.org/2009/02/25/the-pedagogy-of-play-bite-sized-pieces-part-ii/</link>
	<description>Revitalizing Riddles, Mythic Story, Family, Village and Land.</description>
	<pubDate>Tue, 16 Mar 2010 14:19:02 +0000</pubDate>
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		<title>By: Free Play 1 &#8211; The Sources &#171; Story by the Throat!</title>
		<link>http://www.mythic-cartography.org/2009/02/25/the-pedagogy-of-play-bite-sized-pieces-part-ii/#comment-25535</link>
		<dc:creator>Free Play 1 &#8211; The Sources &#171; Story by the Throat!</dc:creator>
		<pubDate>Sat, 30 Jan 2010 20:50:40 +0000</pubDate>
		<guid>http://www.mythic-cartography.org/2009/02/25/the-pedagogy-of-play-bite-sized-pieces-part-ii/#comment-25535</guid>
		<description>[...] people&#8217;s heads of conventional associations so they can create something new. Willem Larsen developed warmups for the roleplaying game Polaris, and he and I have since had extensive conversations developing [...]</description>
		<content:encoded><![CDATA[<p>[&#8230;] people&#8217;s heads of conventional associations so they can create something new. Willem Larsen developed warmups for the roleplaying game Polaris, and he and I have since had extensive conversations developing [&#8230;]</p>
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		<title>By: The Myth Weavers &#187; Blog Archive &#187; Episode #11: The Pedagogy of Playing Mouse Guard, pt. 1</title>
		<link>http://www.mythic-cartography.org/2009/02/25/the-pedagogy-of-play-bite-sized-pieces-part-ii/#comment-24879</link>
		<dc:creator>The Myth Weavers &#187; Blog Archive &#187; Episode #11: The Pedagogy of Playing Mouse Guard, pt. 1</dc:creator>
		<pubDate>Sat, 06 Jun 2009 18:34:18 +0000</pubDate>
		<guid>http://www.mythic-cartography.org/2009/02/25/the-pedagogy-of-play-bite-sized-pieces-part-ii/#comment-24879</guid>
		<description>[...] immediately relevant, I&#8217;ve tried to adapt Willem&#8217;s &#8220;Pedagogy of Play&#8221; (I, II, III, IV) ideas to Mouse Guard. The crunchiness and complexity of the Burning Wheel mechanics, even [...]</description>
		<content:encoded><![CDATA[<p>[&#8230;] immediately relevant, I&#8217;ve tried to adapt Willem&#8217;s &#8220;Pedagogy of Play&#8221; (I, II, III, IV) ideas to Mouse Guard. The crunchiness and complexity of the Burning Wheel mechanics, even [&#8230;]</p>
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		<title>By: Willem</title>
		<link>http://www.mythic-cartography.org/2009/02/25/the-pedagogy-of-play-bite-sized-pieces-part-ii/#comment-24676</link>
		<dc:creator>Willem</dc:creator>
		<pubDate>Sun, 05 Apr 2009 01:34:54 +0000</pubDate>
		<guid>http://www.mythic-cartography.org/2009/02/25/the-pedagogy-of-play-bite-sized-pieces-part-ii/#comment-24676</guid>
		<description>Thanks Hans. I've pulled the games from an improv card-game deck called the Juicers deck, at creativeadvantage.com.

Jason Godesky offers &lt;a href=http://thefifthworldsg.blogspot.com/2009/04/calling-world-warm-up-games-character.html rel="nofollow"&gt;a run down at his site&lt;/a&gt;:

    * Firing Line. This game has one person on the firing line, and the rest of the group. The group takes turns throwing out random words; the player on the line has to respond with the first word she thinks of. This game breaks down your self-censorship.
    * One Word at a Time. The players tell a story, each player contributing one word at a time. This one helps get the group working together, and further breaks down self-censorship.
    * Yes, and! Each player throws out a declaration. Declarations must all begin with "Yes, and...", forcing players to build on each other's ideas without negation. This breaks down self-censorship even further, and trains players to build on each other's ideas without negation.
    * See Me. After an initial description—perhaps as little as a name—players take turns adding descriptions, until someone says, "I don't see it." This game trains shared imagining.
    * Color/Advance. Each player takes a turn telling a story. The player on your left tells you when you can advance the plot by saying, "Advance." The player on your right tells you when to fill in more color and description by saying, "Color." This helps each player develop better descriptions, and better pacing.
    * Counting. The group must count to 20, but no one can say two consecutive numbers, and you can't form any detectable pattern. This trains players to listen to each other—what they say, but also their body language and other non-verbal communication.</description>
		<content:encoded><![CDATA[<p>Thanks Hans. I&#8217;ve pulled the games from an improv card-game deck called the Juicers deck, at creativeadvantage.com.</p>
<p>Jason Godesky offers <a href=http://thefifthworldsg.blogspot.com/2009/04/calling-world-warm-up-games-character.html rel="nofollow">a run down at his site</a>:</p>
<p>    * Firing Line. This game has one person on the firing line, and the rest of the group. The group takes turns throwing out random words; the player on the line has to respond with the first word she thinks of. This game breaks down your self-censorship.<br />
    * One Word at a Time. The players tell a story, each player contributing one word at a time. This one helps get the group working together, and further breaks down self-censorship.<br />
    * Yes, and! Each player throws out a declaration. Declarations must all begin with &#8220;Yes, and&#8230;&#8221;, forcing players to build on each other&#8217;s ideas without negation. This breaks down self-censorship even further, and trains players to build on each other&#8217;s ideas without negation.<br />
    * See Me. After an initial description—perhaps as little as a name—players take turns adding descriptions, until someone says, &#8220;I don&#8217;t see it.&#8221; This game trains shared imagining.<br />
    * Color/Advance. Each player takes a turn telling a story. The player on your left tells you when you can advance the plot by saying, &#8220;Advance.&#8221; The player on your right tells you when to fill in more color and description by saying, &#8220;Color.&#8221; This helps each player develop better descriptions, and better pacing.<br />
    * Counting. The group must count to 20, but no one can say two consecutive numbers, and you can&#8217;t form any detectable pattern. This trains players to listen to each other—what they say, but also their body language and other non-verbal communication.</p>
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		<title>By: Hans Otterson</title>
		<link>http://www.mythic-cartography.org/2009/02/25/the-pedagogy-of-play-bite-sized-pieces-part-ii/#comment-24675</link>
		<dc:creator>Hans Otterson</dc:creator>
		<pubDate>Sat, 04 Apr 2009 19:53:45 +0000</pubDate>
		<guid>http://www.mythic-cartography.org/2009/02/25/the-pedagogy-of-play-bite-sized-pieces-part-ii/#comment-24675</guid>
		<description>This is really cool, but you don't describe the seven activities in level one. I have no idea what those things are.</description>
		<content:encoded><![CDATA[<p>This is really cool, but you don&#8217;t describe the seven activities in level one. I have no idea what those things are.</p>
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		<title>By: The College of Mythic Cartography &#187; Blog Archive &#187; The Pedagogy of Play: Bite-Sized Pieces, Part IV</title>
		<link>http://www.mythic-cartography.org/2009/02/25/the-pedagogy-of-play-bite-sized-pieces-part-ii/#comment-24659</link>
		<dc:creator>The College of Mythic Cartography &#187; Blog Archive &#187; The Pedagogy of Play: Bite-Sized Pieces, Part IV</dc:creator>
		<pubDate>Tue, 31 Mar 2009 01:57:39 +0000</pubDate>
		<guid>http://www.mythic-cartography.org/2009/02/25/the-pedagogy-of-play-bite-sized-pieces-part-ii/#comment-24659</guid>
		<description>[...] The Pedagogy of Play: Bite-Sized Pieces, Part II [...]</description>
		<content:encoded><![CDATA[<p>[&#8230;] The Pedagogy of Play: Bite-Sized Pieces, Part II [&#8230;]</p>
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		<title>By: Willem</title>
		<link>http://www.mythic-cartography.org/2009/02/25/the-pedagogy-of-play-bite-sized-pieces-part-ii/#comment-24543</link>
		<dc:creator>Willem</dc:creator>
		<pubDate>Sun, 01 Mar 2009 05:09:32 +0000</pubDate>
		<guid>http://www.mythic-cartography.org/2009/02/25/the-pedagogy-of-play-bite-sized-pieces-part-ii/#comment-24543</guid>
		<description>I definitely wanted to offer two options, one for Quick Play, and one for more laid back, chatty play. You don't have to do the Quick Play; think of it as an accomodation for a GoPlayNW type environment, where you wanted to make your own characters not use pregens.

As described above, yes, the procedures sound pretty godawful to your average indie player. Which explains why it has gotten almost zero reaction (now it has gotten One - thanks Joel!).

I don't offer the above as something for Players to look at, but rather as something for a Polaris facilitator to look at. The great mistake, IMHO, of some indie design centers around not clearly delineating a facilitator-GM role, however they apportion out the other traditional elements of the GM role, they don't seem to mention this.

So, in order to use this procedure, you need a Polaris champion, a player who will fulfill the role of facilitator, and just lead the players through the fun.

Of course, what you want from play differs from what I want, but I still suspect that if you actually dove into this experience and gave it a solid road test, you'd enjoy the hell out of it. 

Maybe we should play Polaris sometime soon!</description>
		<content:encoded><![CDATA[<p>I definitely wanted to offer two options, one for Quick Play, and one for more laid back, chatty play. You don&#8217;t have to do the Quick Play; think of it as an accomodation for a GoPlayNW type environment, where you wanted to make your own characters not use pregens.</p>
<p>As described above, yes, the procedures sound pretty godawful to your average indie player. Which explains why it has gotten almost zero reaction (now it has gotten One - thanks Joel!).</p>
<p>I don&#8217;t offer the above as something for Players to look at, but rather as something for a Polaris facilitator to look at. The great mistake, IMHO, of some indie design centers around not clearly delineating a facilitator-GM role, however they apportion out the other traditional elements of the GM role, they don&#8217;t seem to mention this.</p>
<p>So, in order to use this procedure, you need a Polaris champion, a player who will fulfill the role of facilitator, and just lead the players through the fun.</p>
<p>Of course, what you want from play differs from what I want, but I still suspect that if you actually dove into this experience and gave it a solid road test, you&#8217;d enjoy the hell out of it. </p>
<p>Maybe we should play Polaris sometime soon!</p>
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		<title>By: Joel</title>
		<link>http://www.mythic-cartography.org/2009/02/25/the-pedagogy-of-play-bite-sized-pieces-part-ii/#comment-24542</link>
		<dc:creator>Joel</dc:creator>
		<pubDate>Sun, 01 Mar 2009 04:53:45 +0000</pubDate>
		<guid>http://www.mythic-cartography.org/2009/02/25/the-pedagogy-of-play-bite-sized-pieces-part-ii/#comment-24542</guid>
		<description>Interesting, Willem. My instinctive reaction is that this approach--especially dictates like "list three character concepts in two minutes! Go!"--makes the game out to be Serious Business and Hard Work. But maybe that's what you're looking for. It's definitely hard to achieve focus when you promote a casual atmosphere. The only downside for me is, makes me fee like, "Here's a game I would love to play, but it'll be damn hard to find a group to play it with." Polaris already does provoke that feeling, in fact, but these procedures make it even more so.

Peace,
-Joel</description>
		<content:encoded><![CDATA[<p>Interesting, Willem. My instinctive reaction is that this approach&#8211;especially dictates like &#8220;list three character concepts in two minutes! Go!&#8221;&#8211;makes the game out to be Serious Business and Hard Work. But maybe that&#8217;s what you&#8217;re looking for. It&#8217;s definitely hard to achieve focus when you promote a casual atmosphere. The only downside for me is, makes me fee like, &#8220;Here&#8217;s a game I would love to play, but it&#8217;ll be damn hard to find a group to play it with.&#8221; Polaris already does provoke that feeling, in fact, but these procedures make it even more so.</p>
<p>Peace,<br />
-Joel</p>
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		<title>By: The College of Mythic Cartography &#187; Blog Archive &#187; The Pedagogy of Play: Bite-Sized Pieces, Part I</title>
		<link>http://www.mythic-cartography.org/2009/02/25/the-pedagogy-of-play-bite-sized-pieces-part-ii/#comment-24527</link>
		<dc:creator>The College of Mythic Cartography &#187; Blog Archive &#187; The Pedagogy of Play: Bite-Sized Pieces, Part I</dc:creator>
		<pubDate>Thu, 26 Feb 2009 20:03:32 +0000</pubDate>
		<guid>http://www.mythic-cartography.org/2009/02/25/the-pedagogy-of-play-bite-sized-pieces-part-ii/#comment-24527</guid>
		<description>[...] Story: A Language of Whole Meaning The Pedagogy of Play: Bite-Sized Pieces, Part II [...]</description>
		<content:encoded><![CDATA[<p>[&#8230;] Story: A Language of Whole Meaning The Pedagogy of Play: Bite-Sized Pieces, Part II [&#8230;]</p>
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