<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	>
<channel>
	<title>Comments on: World of Warcraft gameplay preview</title>
	<atom:link href="http://www.tabletopgamingnews.com/2008/06/24/15333/feed" rel="self" type="application/rss+xml" />
	<link>http://www.tabletopgamingnews.com/2008/06/24/15333</link>
	<description>Daily news, reviews and information for tabletop gamers of all interests.</description>
	<pubDate>Fri, 21 Nov 2008 10:42:01 +0000</pubDate>
	<generator>http://wordpress.org/?v=2.6.3</generator>
		<item>
		<title>By: RyanGSG</title>
		<link>http://www.tabletopgamingnews.com/2008/06/24/15333#comment-24231</link>
		<dc:creator>RyanGSG</dc:creator>
		<pubDate>Wed, 25 Jun 2008 16:54:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.tabletopgamingnews.com/2008/06/24/15333#comment-24231</guid>
		<description>My buddies and I had a role-playing game we had made a long time ago using a similar system for initiative. It was fun but we had no clue about game balance so weapon damage and spells got out of whack. This sound very similar to it but it sounds like they have taken that into account. Being game designers and all should make them good at that:)

I think it'll be fun and a very challenging game to play from what I've heard so far. Like any game I've played though if the scenarios and objectives are designed well for the system then it will be great. If they can't get it right or some abilities are just outright to powerful in certain scenarios and objectives then it won't be as fun or may fall into to the bad game category. 

Not everyone will like this game though I imagine but I think I may. I will at least get some cool looking miniatures!</description>
		<content:encoded><![CDATA[<p>My buddies and I had a role-playing game we had made a long time ago using a similar system for initiative. It was fun but we had no clue about game balance so weapon damage and spells got out of whack. This sound very similar to it but it sounds like they have taken that into account. Being game designers and all should make them good at that:)</p>
<p>I think it&#8217;ll be fun and a very challenging game to play from what I&#8217;ve heard so far. Like any game I&#8217;ve played though if the scenarios and objectives are designed well for the system then it will be great. If they can&#8217;t get it right or some abilities are just outright to powerful in certain scenarios and objectives then it won&#8217;t be as fun or may fall into to the bad game category. </p>
<p>Not everyone will like this game though I imagine but I think I may. I will at least get some cool looking miniatures!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Acharnement</title>
		<link>http://www.tabletopgamingnews.com/2008/06/24/15333#comment-24226</link>
		<dc:creator>Acharnement</dc:creator>
		<pubDate>Wed, 25 Jun 2008 14:50:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.tabletopgamingnews.com/2008/06/24/15333#comment-24226</guid>
		<description>Gulp. Impulse actions for tabletop combat reminds me of Starfleet Battles. It is just my opinion but I don't like the flavor that generates. particularly as the players will know just when their friends and foes will be able to act, thus choreographing what should be the chaotic swirl of battle. Hopefully this will not be as stilted as I imagine it to be. Can anyone chime in with a positive comment?</description>
		<content:encoded><![CDATA[<p>Gulp. Impulse actions for tabletop combat reminds me of Starfleet Battles. It is just my opinion but I don&#8217;t like the flavor that generates. particularly as the players will know just when their friends and foes will be able to act, thus choreographing what should be the chaotic swirl of battle. Hopefully this will not be as stilted as I imagine it to be. Can anyone chime in with a positive comment?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: uzo</title>
		<link>http://www.tabletopgamingnews.com/2008/06/24/15333#comment-24221</link>
		<dc:creator>uzo</dc:creator>
		<pubDate>Wed, 25 Jun 2008 13:19:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.tabletopgamingnews.com/2008/06/24/15333#comment-24221</guid>
		<description>Same here. The base10 clock mechanic actually sounds interesting and reminds me of game mechanics used in some 'tactics' video games. 

If anything, it might be a game I could play with my brothers and at least check out at GenCon.</description>
		<content:encoded><![CDATA[<p>Same here. The base10 clock mechanic actually sounds interesting and reminds me of game mechanics used in some &#8216;tactics&#8217; video games. </p>
<p>If anything, it might be a game I could play with my brothers and at least check out at GenCon.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Zomboner</title>
		<link>http://www.tabletopgamingnews.com/2008/06/24/15333#comment-24218</link>
		<dc:creator>Zomboner</dc:creator>
		<pubDate>Wed, 25 Jun 2008 13:01:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.tabletopgamingnews.com/2008/06/24/15333#comment-24218</guid>
		<description>I actually kinda like their base10 time clock mechanic!  It actually reminds me of a system a friend and I wrote for a game... I wasn't all that interested in this game, but now I'm going to keep my eye on how their rules develop.</description>
		<content:encoded><![CDATA[<p>I actually kinda like their base10 time clock mechanic!  It actually reminds me of a system a friend and I wrote for a game&#8230; I wasn&#8217;t all that interested in this game, but now I&#8217;m going to keep my eye on how their rules develop.</p>
]]></content:encoded>
	</item>
</channel>
</rss>
