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	<title>Comments on: Selling souls on the bayou</title>
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	<link>http://kanga.nu/~claw/blog/2009/01/24/game-projects/muck-and-brass/selling-souls-on-the-bayou/</link>
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		<title>By: J C Lawrence</title>
		<link>http://kanga.nu/~claw/blog/2009/01/24/game-projects/muck-and-brass/selling-souls-on-the-bayou/comment-page-1/#comment-133</link>
		<dc:creator>J C Lawrence</dc:creator>
		<pubDate>Sun, 25 Jan 2009 07:59:35 +0000</pubDate>
		<guid isPermaLink="false">http://kanga.nu/~claw/blog/?p=299#comment-133</guid>
		<description>&lt;p&gt;I&#039;m mostly convinced by the buyer-pays rule change.  The set pieces and simulations I&#039;ve run through so far are intriguing.  My only real questions with it regard the increased opacity of the bidding process (which is already pretty opaque), the effective time-injection into a round if players already past the time-threshold win shares (their extra three months do nothing to accelerate the end of the round) and a general unease that the entire choice among all three actions may be so ambiguous as to make the choice either unimportant (it doesn&#039;t make a significant difference which is chosen) or unnecessary due to being obvious (once the opacity blows away) and thus a non-decision.&lt;/p&gt;

&lt;p&gt;I also thought about a mixed duration rule, though more along the line of mixing cash and duration rather than splitting just duration.  It had attractive factors but I was unable to justify the complexity and fiddle-factor of such a detailed rule.  It was just too fine-grained for my sensibility.&lt;/p&gt;
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		<content:encoded><![CDATA[<p>I&#8217;m mostly convinced by the buyer-pays rule change.  The set pieces and simulations I&#8217;ve run through so far are intriguing.  My only real questions with it regard the increased opacity of the bidding process (which is already pretty opaque), the effective time-injection into a round if players already past the time-threshold win shares (their extra three months do nothing to accelerate the end of the round) and a general unease that the entire choice among all three actions may be so ambiguous as to make the choice either unimportant (it doesn&#8217;t make a significant difference which is chosen) or unnecessary due to being obvious (once the opacity blows away) and thus a non-decision.</p>

<p>I also thought about a mixed duration rule, though more along the line of mixing cash and duration rather than splitting just duration.  It had attractive factors but I was unable to justify the complexity and fiddle-factor of such a detailed rule.  It was just too fine-grained for my sensibility.</p>
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		<title>By: GamesOnTheBrain</title>
		<link>http://kanga.nu/~claw/blog/2009/01/24/game-projects/muck-and-brass/selling-souls-on-the-bayou/comment-page-1/#comment-132</link>
		<dc:creator>GamesOnTheBrain</dc:creator>
		<pubDate>Sun, 25 Jan 2009 03:44:47 +0000</pubDate>
		<guid isPermaLink="false">http://kanga.nu/~claw/blog/?p=299#comment-132</guid>
		<description>&lt;p&gt;In my own attempts to implement a Neuland/Thebes style track in one of my trains games, I use a mix of the two. The player that capitalizes pays half of the AP cost and the player who purchases the share pays the rest.&lt;/p&gt;

&lt;p&gt;It works pretty well.&lt;/p&gt;
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		<content:encoded><![CDATA[<p>In my own attempts to implement a <a href="http://www.boardgamegeek.com/game/12681" >Neuland</a>/Thebes style track in one of my trains games, I use a mix of the two. The player that capitalizes pays half of the AP cost and the player who purchases the share pays the rest.</p>

<p>It works pretty well.</p>
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