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	<description>Turning Passion Into Great Games!</description>
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		<title>Don’t Roll For The Horror</title>
		<link>http://ryanmacklin.com/2012/05/dont-roll-for-the-horror/</link>
		<comments>http://ryanmacklin.com/2012/05/dont-roll-for-the-horror/#comments</comments>
		<pubDate>Wed, 16 May 2012 06:00:18 +0000</pubDate>
		<dc:creator>Ryan Macklin</dc:creator>
				<category><![CDATA[EHP Blogs]]></category>
		<category><![CDATA[Man of Misadventure]]></category>
		<category><![CDATA[emerging threats unit]]></category>
		<category><![CDATA[horror]]></category>
		<category><![CDATA[language in games]]></category>
		<category><![CDATA[may of the dead]]></category>
		<category><![CDATA[Role-Playing Games]]></category>

		<guid isPermaLink="false">http://RyanMacklin.com/?p=3018</guid>
		<description><![CDATA[As part of May of the Dead blog carnival put on by the Going Last Gaming Podcast, I&#8217;m going to wax about some horror thoughts. Long-time readers know that I loves me some horror gaming and have a lot of thoughts on it. Today, I want to dive into some thoughts on a hypothetical game system[1]: [...]]]></description>
			<content:encoded><![CDATA[<p>As part of <a href="http://goinglast.net/may-of-the-dead-carnival/">May of the Dead blog carnival</a> put on by the <a href="http://goinglast.net/">Going Last Gaming Podcast</a>, I&#8217;m going to wax about some horror thoughts. Long-time readers know that <a href="http://ryanmacklin.com/tag/horror">I loves me some horror gaming and have a lot of thoughts on it</a>. Today, I want to dive into some thoughts on a hypothetical game system[1]: what separates lowly monsters from truly horrible beings.</p>
<p>What notion I&#8217;ve come to is: <strong>the scariest of monsters are those that don&#8217;t miss.</strong></p>
<p>Part of horror comes from a discrepancy between the protagonists&#8217; competency and the Threat&#8217;s. Whether that Threat is Dracula, Azathoth, a Terminator, or other sight that causes nightmares in those whom encounter it, the core is that the Threat will win in a stand-up fight.</p>
<p>Oh, and yes, I so want to run a horror game that is about the first Terminator movie.</p>
<p>But many of our games don&#8217;t reflect that, at least not strictly speaking. Games often have the Threat roll to see if it hits, and there&#8217;s a good chance that it won&#8217;t. It&#8217;s reflected in our language: &#8220;the vampire attacks!&#8221;</p>
<p>Let&#8217;s fold, spindle and mutilate that. This means trying some experimental stuff with our games, namely (as the title says): <strong>Don&#8217;t Roll for the Horror</strong>. Start it off not with something as wishy-washy as &#8220;attacking,&#8221; but something more concrete:</p>
<blockquote><p>The vampire jumps on you and rips your neck open with its fangs!</p></blockquote>
<p>Now, the reason we tend to say &#8220;attack&#8221; is because we&#8217;re inviting the potential victim to respond, in no small part because the game system gives them that privilege. But by jumping right to what the Threat seeks to do with no softening, we&#8217;re doing two things:</p>
<ul>
<li>We&#8217;re changing the language used to respond. Horror as a theme is partly about rebelling against that which is more powerful than you. So instead of just saying &#8220;I defend&#8221; in response,&#8221; you&#8217;re saying &#8220;No! You don&#8217;t just rip my neck open!&#8221;</li>
<li>We&#8217;re saying that if the Threat doesn&#8217;t succeed, it is entirely because of the protagonist&#8217;s action.</li>
</ul>
<p>Those are both awesome things to me. So let&#8217;s look at how to rock that structure:</p>
<ol>
<li>The Threat does something. Something big. It doesn&#8217;t ask. It doesn&#8217;t try. It just plain <em>does</em>.</li>
<li>A protagonist responds to push back, drawing the line in the sand and fighting the good fight.</li>
<li>The protagonist rolls for that action. And just the protagonist. Not an opposed roll setup. You know how strong or dangerous this specific moment is, so set the difficulty accordingly.</li>
</ol>
<p>Depending on the result (and the numbers involved will vary from game to game), the following happens:</p>
<ul>
<li>Fail by bad enough: the Threat fully succeeds. Someone is probably dead.</li>
<li>Fail by some amount: the Threat doesn&#8217;t get what it wants, but you&#8217;re hurt in the process.</li>
<li>Succeed by a small amount: give-and-take. You&#8217;re hurt, but so is the Threat.</li>
<li>Succeed by a large amount: a moment of reversal, when the Threat is the one hurt or driven off.</li>
</ul>
<p>Each of these is important. If we&#8217;re saying that a Threat might just straight up kill someone, the roll has to reflect that chance. Otherwise, we&#8217;re just lying in our descriptions, and everyone at the table will see through it. Tension is dropped. And the middle two reflects the notion of partial failure &amp; success &#8212; horror thrives not on absolute moments but on small victories and setbacks. Finally, <a href="http://broaduniverse.org/broadsheet-archive/horror-hope-november-2011-bs-c">you need to give hope in the moment</a>, which is where the last result lives.</p>
<p>If we&#8217;re doing away with rolling, this means we throw out the idea that the Threat might act slower than protagonists &#8212; you know, initiative. Horrific competence means Threats push first. The only time when that might be different is if the protagonists <em>are aware of the current situation and somehow make themselves able to get the jump on the Threat</em>, and even then that&#8217;s about chance rather than certainty.</p>
<p>After all, that&#8217;s how it often works in horror fiction.</p>
<p>Finally, since I bought up &#8220;getting hurt&#8221;…my favorite system for damage in any horror game comes from <a href="http://www.atlas-games.com/unknownarmies/">Unknown Armies</a>. It&#8217;s easy to die, and you never know how many hit points you or anyone else has left. The GM rolls &amp; keeps track of stuff in secret. While normally I hate secret rolls, I like it for damage in horror. It has two things going for it: one, you don&#8217;t have absolute certainty of how far you can push your character; two, and frankly far more important, it causes the table to rely on the hurt described rather than numbers. That&#8217;s very powerful mojo, because it&#8217;s language that makes a horror game really pop.</p>
<p>Again, this is about an idea of a new game system, but it wouldn&#8217;t take much to try some of these ideas in an existing one, <a title="On Mechanics and Rational &amp; Emotional Brains" href="http://ryanmacklin.com/2011/10/mechanics-rational-emotional-brains/">as long as the game can support horror beats</a>.</p>
<p>***</p>
<p>A word of note: this setup doesn&#8217;t do action-horror &#8212; at least, if it&#8217;s the sort of &#8220;action-horror&#8221; that is more action than horror. Which most are; it&#8217;s a fun subversion of classic horror construction, where competency is more at parity even if vulnerability is still vastly not.</p>
<p>- Ryan</p>
<p>[1]To be fair, it&#8217;s not entirely hypothetical to me. I have notes about using this idea for a game system that uses my <a title="Emerging Threats Unit – a Fate Horror game skeleton" href="http://ryanmacklin.com/2010/10/emerging-threats-unit/">Emerging Threats Unit</a> campaign frame, but it&#8217;s far from primetime.</p>
]]></content:encoded>
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		</item>
		<item>
		<title>Don’t Roll For The Horror</title>
		<link>http://ryanmacklin.com/2012/05/dont-roll-for-the-horror/</link>
		<comments>http://ryanmacklin.com/2012/05/dont-roll-for-the-horror/#comments</comments>
		<pubDate>Wed, 16 May 2012 06:00:18 +0000</pubDate>
		<dc:creator>Ryan Macklin</dc:creator>
				<category><![CDATA[EHP Blogs]]></category>
		<category><![CDATA[Man of Misadventure]]></category>
		<category><![CDATA[emerging threats unit]]></category>
		<category><![CDATA[horror]]></category>
		<category><![CDATA[language in games]]></category>
		<category><![CDATA[may of the dead]]></category>
		<category><![CDATA[Role-Playing Games]]></category>

		<guid isPermaLink="false">http://RyanMacklin.com/?p=3018</guid>
		<description><![CDATA[As part of May of the Dead blog carnival put on by the Going Last Gaming Podcast, I&#8217;m going to wax about some horror thoughts. Long-time readers know that I loves me some horror gaming and have a lot of thoughts on it. Today, I want to dive into some thoughts on a hypothetical game system[1]: [...]]]></description>
			<content:encoded><![CDATA[<p>As part of <a href="http://goinglast.net/may-of-the-dead-carnival/">May of the Dead blog carnival</a> put on by the <a href="http://goinglast.net/">Going Last Gaming Podcast</a>, I&#8217;m going to wax about some horror thoughts. Long-time readers know that <a href="http://ryanmacklin.com/tag/horror">I loves me some horror gaming and have a lot of thoughts on it</a>. Today, I want to dive into some thoughts on a hypothetical game system[1]: what separates lowly monsters from truly horrible beings.</p>
<p>What notion I&#8217;ve come to is: <strong>the scariest of monsters are those that don&#8217;t miss.</strong></p>
<p>Part of horror comes from a discrepancy between the protagonists&#8217; competency and the Threat&#8217;s. Whether that Threat is Dracula, Azathoth, a Terminator, or other sight that causes nightmares in those whom encounter it, the core is that the Threat will win in a stand-up fight.</p>
<p>Oh, and yes, I so want to run a horror game that is about the first Terminator movie.</p>
<p>But many of our games don&#8217;t reflect that, at least not strictly speaking. Games often have the Threat roll to see if it hits, and there&#8217;s a good chance that it won&#8217;t. It&#8217;s reflected in our language: &#8220;the vampire attacks!&#8221;</p>
<p>Let&#8217;s fold, spindle and mutilate that. This means trying some experimental stuff with our games, namely (as the title says): <strong>Don&#8217;t Roll for the Horror</strong>. Start it off not with something as wishy-washy as &#8220;attacking,&#8221; but something more concrete:</p>
<blockquote><p>The vampire jumps on you and rips your neck open with its fangs!</p></blockquote>
<p>Now, the reason we tend to say &#8220;attack&#8221; is because we&#8217;re inviting the potential victim to respond, in no small part because the game system gives them that privilege. But by jumping right to what the Threat seeks to do with no softening, we&#8217;re doing two things:</p>
<ul>
<li>We&#8217;re changing the language used to respond. Horror as a theme is partly about rebelling against that which is more powerful than you. So instead of just saying &#8220;I defend&#8221; in response,&#8221; you&#8217;re saying &#8220;No! You don&#8217;t just rip my neck open!&#8221;</li>
<li>We&#8217;re saying that if the Threat doesn&#8217;t succeed, it is entirely because of the protagonist&#8217;s action.</li>
</ul>
<p>Those are both awesome things to me. So let&#8217;s look at how to rock that structure:</p>
<ol>
<li>The Threat does something. Something big. It doesn&#8217;t ask. It doesn&#8217;t try. It just plain <em>does</em>.</li>
<li>A protagonist responds to push back, drawing the line in the sand and fighting the good fight.</li>
<li>The protagonist rolls for that action. And just the protagonist. Not an opposed roll setup. You know how strong or dangerous this specific moment is, so set the difficulty accordingly.</li>
</ol>
<p>Depending on the result (and the numbers involved will vary from game to game), the following happens:</p>
<ul>
<li>Fail by bad enough: the Threat fully succeeds. Someone is probably dead.</li>
<li>Fail by some amount: the Threat doesn&#8217;t get what it wants, but you&#8217;re hurt in the process.</li>
<li>Succeed by a small amount: give-and-take. You&#8217;re hurt, but so is the Threat.</li>
<li>Succeed by a large amount: a moment of reversal, when the Threat is the one hurt or driven off.</li>
</ul>
<p>Each of these is important. If we&#8217;re saying that a Threat might just straight up kill someone, the roll has to reflect that chance. Otherwise, we&#8217;re just lying in our descriptions, and everyone at the table will see through it. Tension is dropped. And the middle two reflects the notion of partial failure &amp; success &#8212; horror thrives not on absolute moments but on small victories and setbacks. Finally, <a href="http://broaduniverse.org/broadsheet-archive/horror-hope-november-2011-bs-c">you need to give hope in the moment</a>, which is where the last result lives.</p>
<p>If we&#8217;re doing away with rolling, this means we throw out the idea that the Threat might act slower than protagonists &#8212; you know, initiative. Horrific competence means Threats push first. The only time when that might be different is if the protagonists <em>are aware of the current situation and somehow make themselves able to get the jump on the Threat</em>, and even then that&#8217;s about chance rather than certainty.</p>
<p>After all, that&#8217;s how it often works in horror fiction.</p>
<p>Finally, since I bought up &#8220;getting hurt&#8221;…my favorite system for damage in any horror game comes from <a href="http://www.atlas-games.com/unknownarmies/">Unknown Armies</a>. It&#8217;s easy to die, and you never know how many hit points you or anyone else has left. The GM rolls &amp; keeps track of stuff in secret. While normally I hate secret rolls, I like it for damage in horror. It has two things going for it: one, you don&#8217;t have absolute certainty of how far you can push your character; two, and frankly far more important, it causes the table to rely on the hurt described rather than numbers. That&#8217;s very powerful mojo, because it&#8217;s language that makes a horror game really pop.</p>
<p>Again, this is about an idea of a new game system, but it wouldn&#8217;t take much to try some of these ideas in an existing one, <a title="On Mechanics and Rational &amp; Emotional Brains" href="http://ryanmacklin.com/2011/10/mechanics-rational-emotional-brains/">as long as the game can support horror beats</a>.</p>
<p>***</p>
<p>A word of note: this setup doesn&#8217;t do action-horror &#8212; at least, if it&#8217;s the sort of &#8220;action-horror&#8221; that is more action than horror. Which most are; it&#8217;s a fun subversion of classic horror construction, where competency is more at parity even if vulnerability is still vastly not.</p>
<p>- Ryan</p>
<p>[1]To be fair, it&#8217;s not entirely hypothetical to me. I have notes about using this idea for a game system that uses my <a title="Emerging Threats Unit – a Fate Horror game skeleton" href="http://ryanmacklin.com/2010/10/emerging-threats-unit/">Emerging Threats Unit</a> campaign frame, but it&#8217;s far from primetime.</p>
]]></content:encoded>
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		<title>Secret Action Selection in an Anarcho-Utopian Dragon Ranch [Dung &amp; Dragons]</title>
		<link>http://danielsolisblog.blogspot.com/2012/05/secret-action-selection-in-anarcho.html</link>
		<comments>http://danielsolisblog.blogspot.com/2012/05/secret-action-selection-in-anarcho.html#comments</comments>
		<pubDate>Wed, 16 May 2012 00:14:00 +0000</pubDate>
		<dc:creator>Daniel Solis</dc:creator>
				<category><![CDATA[EHP Blogs]]></category>
		<category><![CDATA[Sage Master]]></category>
		<category><![CDATA[dung and dragons]]></category>
		<category><![CDATA[lab]]></category>

		<guid isPermaLink="false">http://www.evilhat.com/home/?guid=ff518795959770a64941fc1624dc333d</guid>
		<description><![CDATA[Because there are some obvious copyright problems with the title "Dung &#38; Dragons," I've been calling the game "Dragon Ranch Co-Op" as a bit of a joke. It's a co-op game about a co-op ranch. Get it?... Okay, maybe it's only funny to me.Completely by...]]></description>
			<content:encoded><![CDATA[<a href="http://www.flickr.com/photos/ozoni11/162737369/" title="Claude Jones, The Amoeba Farm by ozoni11, on Flickr"><img alt="Claude Jones, The Amoeba Farm" height="448" src="http://farm1.staticflickr.com/67/162737369_07a40488d7_z.jpg" width="640" /></a><br />Because there are some obvious copyright problems with the title "Dung &amp; Dragons," I've been calling the game "Dragon Ranch Co-Op" as a bit of a joke. It's a co-op game <i>about</i> a co-op ranch. Get it?... Okay, maybe it's only funny to me.<br /><br />Completely by accident, this name abbreviates to DRCO, just one letter shy of "DR<b>A</b>CO." My mind wandered across various options until "Anarchist" popped up. I thought that was funny, too. What if the theme wasn't just a simple co-op ranch, but an anarcho-utopian commune as well? How that might affect the mechanics of the game?<br /><br />As you know from <a href="http://danielsolisblog.blogspot.com/2012/01/in-lab-dice-pool-action-selection.html">previous</a> <a href="http://danielsolisblog.blogspot.com/2012/01/in-lab-further-notes-on-dung-dragons.html">posts</a>, the central mechanic of Dragon Ranch is everyone choosing actions, then the number of matching choices affecting the potency of those actions. For example, sometimes more people on a task is good, like shoveling poop from the stables. Sometimes it's not, like feeding the dragons too much and causing them to get sick. Everyone decides on their own, but tries to coordinate with each other, in true communal co-op fashion.<br /><br />But let's say this fictional commune put those duties to a blind vote. What if you <b>didn't</b> know who chose which action? How does that affect the culture of the co-op? Here's a quick mechanic, inspired by The Resistance:<br /><br /><b>Secret Action Selection</b><br />Each player has a set of action cards.<br />Each card represents different tasks around the ranch. <br />Each turn, each player secretly hands a card to the leader of the round.<br />Unchosen cards are set aside. *<br />The leader shuffles the chosen actions and reveals them.<br />Each action is resolved in order, their potency affected by number of matching actions.<br />The leader shuffles all action cards and deals a complete set back to each player. *<br /><br />With co-op gameplay and group victory conditions, I wonder what emergent behavior this would create. How much discussion would there be between rounds? Would committees form naturally? Would the co-op disintegrate from infighting? Very interesting!<br /><br /><b>* UPDATE:</b><br /><br /><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody><tr><td style="text-align: center;"><a href="http://1.bp.blogspot.com/-2cB2r_V7q8Y/TXpcklA7VwI/AAAAAAAADVQ/P-pthxs6Y98/dennis1.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="155" src="http://1.bp.blogspot.com/-2cB2r_V7q8Y/TXpcklA7VwI/AAAAAAAADVQ/P-pthxs6Y98/dennis1.jpg" width="200" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">&nbsp;DENNIS:&nbsp; I told you. We're an anarcho-syndicalist commune. We take it in turns to act as a sort of executive officer for the week. But all the decision of that officer have to be ratified at a special biweekly meeting. By a simple majority in the case of purely internal affairs, but by a two-thirds majority in the case of more--<br />&nbsp; ARTHUR:&nbsp; Be quiet!&nbsp; I order you to be quiet!</td></tr></tbody></table>Re: The unchosen actions: Take this even one step further. Say you begin the game with six different action cards. The game lasts seven turns. In each turn, you do <b>not</b> turn in your unchosen cards. Furthermore, the chosen action cards do <b>not</b> get reshuffled and dealt out back to each player.<br /><br />Assume each player has two or three special secret victory point goals. (Kind of like the Belles in <a href="http://danielsolisblog.blogspot.com/2012/04/belle-of-ball-fine-and-dandy-card-game.html"><i>Belle of the Ball</i></a>.) These conditions could be designed so that they are tied to a particular action. To get the optimum result, you need a certain number of people to do the same action. You only get one chance to contribute to that matching set, so coordinating, coercion, and timing are key. <br /><br />In a two-player game, each player gets three individual sets of cards. In a three-player game, each player gets two sets. In a four-, five-, or six-player game, each player gets one set.<br /><br />This also allows for some deduction as the game goes on. Once you see a certain action come up a certain number of times, you know it's not going to come up again. Now remember, there are six action cards, but seven rounds. By that last round, everyone is out of actions! What to do?<br /><br />Shuffle the action cards again. Deal a full set of action cards back to each player. In this last round, the group has one last chance to coordinate and coerce each other into their plan. Man, I really need to develop this further.<div class="blogger-post-footer"><img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1818073417709561773-8733175150227608175?l=danielsolisblog.blogspot.com' alt='' /></div>]]></content:encoded>
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		<item>
		<title>Podcast: RoleplayDNA on Sandbox Games</title>
		<link>http://ryanmacklin.com/2012/05/roleplaydna-sandbox-games/</link>
		<comments>http://ryanmacklin.com/2012/05/roleplaydna-sandbox-games/#comments</comments>
		<pubDate>Tue, 15 May 2012 17:47:56 +0000</pubDate>
		<dc:creator>Ryan Macklin</dc:creator>
				<category><![CDATA[EHP Blogs]]></category>
		<category><![CDATA[Man of Misadventure]]></category>
		<category><![CDATA[Podcast Announcements]]></category>
		<category><![CDATA[Role-Playing Games]]></category>

		<guid isPermaLink="false">http://RyanMacklin.com/?p=3024</guid>
		<description><![CDATA[Last night, I had the pleasure of spending the evening chatting with Ron &#038; Veronica Blessing, Ed Doolittle &#038; Lee Langston[1] on their new gaming podcast, RoleplayDNA. We discussed sandbox games, including: What we see is and isn&#8217;t a sandbox game The sorts of sandbox games we&#8217;ve run before Sandbox games and IP games Degree [...]]]></description>
			<content:encoded><![CDATA[<p>Last night, I had the pleasure of spending the evening chatting with Ron &amp; Veronica Blessing, Ed Doolittle &amp; Lee Langston[1] on their new gaming podcast, <strong><a href="http://p5productions.com/roleplaydna/">RoleplayDNA</a></strong>. <a href="http://p5productions.com/roleplaydna/2012/05/15/episode-003-dials-on-the-sandbox/">We discussed sandbox games, including</a>:</p>
<ul>
<li>What we see is and isn&#8217;t a sandbox game</li>
<li>The sorts of sandbox games we&#8217;ve run before</li>
<li>Sandbox games and IP games</li>
<li>Degree of player-ownership in sandbox games</li>
<li>Shoot, degree of GM-ownership in a sandbox game with heavy canon</li>
<li>Helping players not used to this sort of game dive in</li>
<li>Player types &amp; expectations with such games.</li>
<li>Setting up sandbox games</li>
<li>Giving me shit for Dresden&#8217;s lateness. And me giving some back.</li>
<li>etc.</li>
</ul>
<p><a href="http://p5productions.com/roleplaydna/2012/05/15/episode-003-dials-on-the-sandbox/">Hope you enjoy it. Runs 48 minutes, 41 seconds.</a></p>
<p>- Ryan</p>
<p>[1] Lee&#8217;s note on the hosts&#8217; about page proclaims him the &#8220;The God of Gaming.&#8221; <a title="Mythender" href="http://ryanmacklin.com/mythender/">People should not tell me that they&#8217;re gods. Ever.</a></p>
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		<title>Transparency Tuesday</title>
		<link>http://www.deadlyfredly.com/2012/05/transparency-tuesday/</link>
		<comments>http://www.deadlyfredly.com/2012/05/transparency-tuesday/#comments</comments>
		<pubDate>Tue, 15 May 2012 15:13:32 +0000</pubDate>
		<dc:creator>fred</dc:creator>
				<category><![CDATA[Deadly Fredly]]></category>
		<category><![CDATA[EHP Blogs]]></category>
		<category><![CDATA[All]]></category>

		<guid isPermaLink="false">http://www.deadlyfredly.com/?p=1152</guid>
		<description><![CDATA[Hi! I normally do this over on one social media site or another, but I&#8217;m taking it easy with social media for a few weeks at least right now, so I thought I&#8217;d try doing a Transparency Tuesday over here on my Deadly Fredly blog. Concept is simple: Ask any question here in the comments <a href="http://www.deadlyfredly.com/2012/05/transparency-tuesday/">[...]</a>]]></description>
			<content:encoded><![CDATA[<p>Hi!</p>
<p>I normally do this over on one social media site or another, but I&#8217;m taking it easy with social media for a few weeks at least right now, so I thought I&#8217;d try doing a Transparency Tuesday over here on my Deadly Fredly blog.</p>
<p>Concept is simple:</p>
<ul>
<li>Ask any question here in the comments</li>
<li>I&#8217;ll give you a short (one to three sentence, ish) answer</li>
</ul>
<p>The intent is for this to be about all things Evil Hat or related, but feel free to take this in whatever direction you care to.</p>
<p><a class="a2a_dd a2a_target addtoany_share_save" href="http://www.addtoany.com/share_save#url=http://www.deadlyfredly.com/2012/05/transparency-tuesday/&amp;title=Transparency%20Tuesday" id="wpa2a_2"><img src="http://www.deadlyfredly.com/wp-content/plugins/add-to-any/share_save_171_16.png" width="171" height="16" alt="Share"/></a></p>]]></content:encoded>
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		<title>New Roby/Macklin Game: Vicious Crucible</title>
		<link>http://ryanmacklin.com/2012/05/new-game-vicious-crucible/</link>
		<comments>http://ryanmacklin.com/2012/05/new-game-vicious-crucible/#comments</comments>
		<pubDate>Fri, 11 May 2012 17:56:14 +0000</pubDate>
		<dc:creator>Ryan Macklin</dc:creator>
				<category><![CDATA[EHP Blogs]]></category>
		<category><![CDATA[Man of Misadventure]]></category>
		<category><![CDATA[Announcements]]></category>
		<category><![CDATA[kickstarter]]></category>
		<category><![CDATA[Role-Playing Games]]></category>
		<category><![CDATA[vicious crucible]]></category>

		<guid isPermaLink="false">http://RyanMacklin.com/?p=3008</guid>
		<description><![CDATA[Josh Roby &#038; I are at it again. Pay close attention, my sons and daughters, for one is totally free and the other is being Kickstarted. These are the Vicious Crucible games, which Josh Roby explains both us in this sweet Kickstastic video: If you&#8217;re allergic to videos, here&#8217;s what&#8217;s up: The borderlands of the Verdigris [...]]]></description>
			<content:encoded><![CDATA[<p><strong><a href="http://joshroby.com/node/340">Josh Roby &amp; I are at it again</a>.</strong> Pay close attention, my sons and daughters, for <em>one is totally free</em> and <a href="http://www.kickstarter.com/projects/viciouscrucible/vote-for-the-second-vicious-crucible">the other is being Kickstarted</a>. These are the Vicious Crucible games, which Josh Roby explains both us in this sweet Kickstastic video:</p>
<p><iframe src="http://www.kickstarter.com/projects/viciouscrucible/vote-for-the-second-vicious-crucible/widget/video.html" frameborder="0" width="480px" height="360px"></iframe></p>
<p>If you&#8217;re allergic to videos, here&#8217;s what&#8217;s up:</p>
<blockquote><p>The borderlands of the Verdigris Valley have never been peaceful, but now an invasion force gathers at the summit of the Pashuan Way, looking hungrily down on the rich homesteads and crippled fort below. The days to come will throw six men and women into a gauntlet of desperate pressures, crushing obligations, and entangling relationships. Some will fall; some will triumph; some will cave to the pressures; some will bask in the flames like a phoenix. These six stand on the precipice of <em>The Vicious Crucible of Verdigris Valley</em>. The only way out is through, and the only way through requires a painful transformation into something new.</p>
<p><em>The Vicious Crucible of Verdigris Valley</em> is game for up to six players and a GM. It plays in three to five sessions, or a pulse-pouding single session of jump cuts and action sequences. Best of all, it&#8217;s free.</p>
<p>All Vicious Crucible games are released as a free download. I&#8217;m using a &#8220;ransom model&#8221; for funding the project, with a bit of a twist. The first game, Verdigris Valley, is already released for free (download below). If the ransom is met, I&#8217;ll publish the <em>next</em> game for everyone to enjoy. On top of that, when you back the project, you also get the Franchise: you get to vote on where the next Vicious Crucible will be.</p>
<p>So check out Verdigris Valley and decide if you&#8217;d like to see more. Then hit up the <a href="http://www.kickstarter.com/projects/viciouscrucible/vote-for-the-second-vicious-crucible">Kickstarter</a> and pick a reward tier that looks fun.</p></blockquote>
<p>As with Void Vultures, my role in the project is editor &amp; co-developer, <em>Unlike</em> Void Vultures, this system <em>is</em> actually is only a few pages long. The rules are six pages in total (<a href="http://www.kickstarter.com/projects/viciouscrucible/vote-for-the-second-vicious-crucible/posts/225136">and Josh gets into the process of designing for that</a>), with the supplemental material for the adventure 30 pages beyond that (including characters, locations, and a map). It has a witty back-and-forth beat mechanic that&#8217;s focused on character elements to generate the scene&#8217;s language[1]. Check it out; it&#8217;s free, and I think worth your time.</p>
<p>For that second game I mentioned (in case you didn&#8217;t finish the video above), Josh is doing the Kickstarter for the second Vicious Crucible game, which the backers will vote on if it succeeds. Consider backing the Kickstarter if you&#8217;re interested in that, or you just plain like what you see in Verdigris Valley and would like the see the creators get some coin for their work.</p>
<p>Thanks!</p>
<p>- Ryan</p>
<p>[1] Which has become one of my favorite mechanics. <a href="http://ryanmacklin.com/2011/09/cortex-plus-role-of-dice/">I love it in Cortex Plus</a>, loved it in Dogs in the Vineyard before that.</p>
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		<title>Who Is Your Audience?</title>
		<link>http://ryanmacklin.com/2012/05/who-is-your-audience/</link>
		<comments>http://ryanmacklin.com/2012/05/who-is-your-audience/#comments</comments>
		<pubDate>Thu, 10 May 2012 17:34:05 +0000</pubDate>
		<dc:creator>Ryan Macklin</dc:creator>
				<category><![CDATA[EHP Blogs]]></category>
		<category><![CDATA[Man of Misadventure]]></category>
		<category><![CDATA[audience]]></category>
		<category><![CDATA[fate]]></category>
		<category><![CDATA[Fate Core]]></category>
		<category><![CDATA[Life as a Creative]]></category>
		<category><![CDATA[Role-Playing Games]]></category>

		<guid isPermaLink="false">http://RyanMacklin.com/?p=3002</guid>
		<description><![CDATA[When you&#8217;re writing a book, it&#8217;s crucial to know who your audience is and to write for them. That sound obvious, right? It&#8217;s harder than you think. Many indie peeps will write to the audience immediately around them, the folks I call alpha fans. They&#8217;re super easy to write to, because they already have a buy-in [...]]]></description>
			<content:encoded><![CDATA[<p>When you&#8217;re writing a book, it&#8217;s crucial to know who your audience is and to write for them.</p>
<p>That sound obvious, right? It&#8217;s harder than you think. Many indie peeps will write to the audience immediately around them, the folks I call alpha fans. They&#8217;re <em>super easy</em> to write to, because they already have a buy-in to what you think. You can engage in <a title="Minimalism vs Baroque in Texts" href="http://ryanmacklin.com/2011/12/minimalism-vs-baroque-in-texts/">minimalism</a> with them to a lazy degree. And if they&#8217;re the only people who you expect will ever buy your book or play your game &#8212; like you&#8217;re just making something for your friends &#8212; cool.</p>
<p>But a writer honest with him- or herself has to go farther than that, to imagine what other people outside of the alpha fan group will likely be checking this out. After all, how else are you going to grow that group? (I should point out that you&#8217;re doing this for two sets of folks: you, as a creator showing that you care about a broader group of people; and your alpha fans, who probably want more great people to play with.) So then you have to consider who, realistically, is going to check out your fan, should for some reason you break out of a small circle of folks who know about your thing and into a the notice of a larger population.</p>
<p>This isn&#8217;t just fantasy land. Look at Wil Wheaton pimping Fiasco. Something like that could happen to you, perhaps at that scale, perhaps smaller but still larger that your own sphere of influence.</p>
<p>So, who is that group? That&#8217;s something we had a discussion about with Fate Core, which ended with to following notions of audience:</p>
<ul>
<li>There are a lot of alpha fans of Fate. They get the ideas, which is to our benefit. So we shouldn&#8217;t write solely <em>to</em> them. We&#8217;re still writing <em>for</em> them, but we should be writing to their friends, folks they want to introduce to Fate.</li>
<li>There&#8217;s a non-insignificant who want to get away with reading as little as possible, until they&#8217;re sure they&#8217;ll like something. These folks are more focused on kinesthetic learning (whether due to preference of brain makeup, whatever). So let&#8217;s make it so they only need to read the short Basics chapter, as long as someone (ideally the GM) reads the rest of the thing. And we&#8217;ll declare that to be the case upfront.</li>
<li>The Fate veterans will need to have spelled out some of the terminology &amp; rules cleanup we&#8217;re doing for Core. Since there are a bunch of different implementations of Fate right now, we don&#8217;t know which ones someone will have in mind when they&#8217;re reading Core for the first time, so we&#8217;ll have to make sure we don&#8217;t confuse them while writing to their friends.</li>
<li>We will <em>not</em> be writing to an audience not aware of roleplaying games. Evil Hat doesn&#8217;t have the sort of advertising budget to reach out to totally new people. Like with almost every other RPG producer, we rely primarily on word of mouth &amp; exposure to get new people to try out games. Very few people are actually exposed to our hobby directly from a book these days; they are from friends who have already been exposed. So we&#8217;re not going to waste time trying to explain our hobby to someone completely new.</li>
<li>And because a game can live and die by the loudness of its alpha fans, we&#8217;re definitely still writing <em>for</em> them. Just not solely to them.</li>
</ul>
<p>This conversation about audience came after some of Fate Core was written, and Lenny &amp; I had a sit-down to talk about how we need to reflect to our audience. This solidified which of the two approaches for Core we were looking at:</p>
<ul>
<li>The first was a purely toolkit model. After the Basics &amp; Aspects chapter, every single thing in Fate is entirely modular. We were going to focus solely on how to built your own Fate game from that modularity.</li>
<li>The second was to take a slim setting example and build around that, so we had some finalized Core rules that embodied Fate Core, the sort of thing we could use to start with, and then drift from that central point in future discussions of toolkitting.</li>
</ul>
<p>Because we realized the primary text focus should be to folks new to Fate, not new to roleplaying, and likely have a friend around who knows this but not necessarily, we went with the second approach. Once we understood this model, we were able to put the toolkit element &#8212; which is critical to Fate Core &#8212; in context.</p>
<p>What that means for the text, well, we&#8217;ll show you when we can. But for now, I just wanted to write a bit about thinking on your audience.</p>
<p>- Ryan</p>
<p>P.S. This is the core of my problems with I used to talk about Apocalypse World&#8217;s text. Which I stopped doing because rather than actually engage in conversation, the fans I talked with just said &#8220;Well, I don&#8217;t see that&#8221; and shut conversation down. Of course you don&#8217;t, you&#8217;re in the alpha group. But that&#8217;s a possibly future post, about how that phrase is toxic slime in various geek cultures.</p>
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		<title>ICT: Classes Part 2</title>
		<link>http://rdonoghue.blogspot.com/2012/05/ict-classes-part-2.html</link>
		<comments>http://rdonoghue.blogspot.com/2012/05/ict-classes-part-2.html#comments</comments>
		<pubDate>Thu, 10 May 2012 14:11:00 +0000</pubDate>
		<dc:creator>Rob Donoghue</dc:creator>
				<category><![CDATA[EHP Blogs]]></category>
		<category><![CDATA[Some Space to Think]]></category>
		<category><![CDATA[ICT]]></category>

		<guid isPermaLink="false">http://www.evilhat.com/home/?guid=36e7602a02d6df836461cabf19d6ec5c</guid>
		<description><![CDATA[Ok, so you've got a nice shiny die representing your class. That's all you need, right?Well, sure, we could leave it there, but that would be kind of dull. &#160;Instead we're going to jazz it up with a little bit of crunch that really shines a light o...]]></description>
			<content:encoded><![CDATA[<br />Ok, so you've got a nice shiny die representing your class. That's all you need, right?<br /><br />Well, sure, we could leave it there, but that would be kind of dull. &nbsp;Instead we're going to jazz it up with a little bit of crunch that really shines a light on what a class does.<br /><br />At the highest level, class abilities provide a list of special exceptions of improvements on the normal rules that the class is capable of. &nbsp;A lot of these hinge on opportunities (when the GM rolls a 1) or on spending a plot point. &nbsp;As noted earlier, the normal limts on spending PPs are fairly restrictive, but classes represent the various exceptions to this.<br /><br />While there will always be exceptions, most classes will have the following:<br /><br /><ul><li>Something they can do by spending a plot point</li><li>Something they can do when presented with an opportunity<b>[1]</b></li><li>Something they can do by spending a plot point in response to an opportunity.</li><li>Some sort of special ability.</li></ul><br /><br />As an example, let's start with the Squire. The formal write up of the squire abilities looks&nbsp;something&nbsp;like this:<br /><br /><ul><li><b>Lucky:</b> Can spend a plot point to reroll all of his dice (GM benefits from opportunities in both rolls)</li><li><b>Opportunist:</b> Can take an opportunity<b>[2]</b> to gain a plot point</li><li><b>Fortune's Smile:</b> Can spend a plot point in response to an opportunity to reroll any number of his dice. (GM benefits from opportunities in both rolls)</li><li><b>Teamwork: </b>When the Squire gives initiative to an ally, they may add a bonus d6 to their pool. If that ally is a Squire or Knight, that bonus is increased to d8.</li></ul><br />Written down on a card, it looks something like this:<br /><div class="separator" style="clear: both; text-align: center;"><a href="http://4.bp.blogspot.com/-57a9NLKVgJc/T6wfyZ6vsWI/AAAAAAAAAt0/kN1yx_r7XH0/s1600/Squirecard.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://4.bp.blogspot.com/-57a9NLKVgJc/T6wfyZ6vsWI/AAAAAAAAAt0/kN1yx_r7XH0/s320/Squirecard.png" width="222" /></a></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><br /></div><br />The little&nbsp;notations&nbsp;before the abilities have mechanical meanings. &nbsp;I actually have drawn little iconic&nbsp;versions&nbsp;of them, but that's not really my strength, so I swapped back to something supported by ascii. &nbsp;In this case they mean the following:<br /><br />* : Spend a Plot Point to...<br />(): Take an opportunity to... (whether you won or lost)<br />[] : Take an opportunity to... (only if you won)<br /><br />(*) : Take an opportunity to spend a plot point to...&nbsp;(whether you won or lost)<br /><br />[*] : Take an opportunity to spend a plot point to...&nbsp;(only if you won)<br />- : special ability<br /><br /><i>(EDIT: Kudos to the keen eyed commenter who spotted my omission of (*), which is now corrected)</i><br /><br />The squire is not a very sophisticated class - it's abilities are pretty much reroll driven, with the idea&nbsp;representing&nbsp;the young hero who survives through pluck and good luck more than power and talent, with a little bit of teamwork thrown into the mix.<br /><br />The Chemist is a little bit more fiddly, but he also has a very clear schtick - he's a healing class focused on the creation and use of potions. Again, the formal writeup:<br /><br /><br /><ul><li>Bombs: The chemist may spent a plot point to create a d8 "bomb" asset, which may be of a type Fire, Ice or Lightning, and may be used as part of an attack.</li><li>Opportunist: May take an opportunity to gain a plot point.</li><li>Throw Potion: The chemist may use any potion in his inventory on any other party member without impacting intiative or taking a penalty<b>[3]</b>.</li><li>Potion Master: All potions used by the Chemist are stepped up one level.&nbsp;</li><li>Brew Potions: Given an hour and a lab (or several hours and a&nbsp;traveling&nbsp;kit), the Chemist may brew a single potion of d8 potency. &nbsp;He may brew an additional potion for each PP spent.<b>[4]</b></li></ul><br /><br />And the card:<br /><br /><div class="separator" style="clear: both; text-align: center;"><a href="http://3.bp.blogspot.com/-1hESWTiROO0/T6vLo0P6jVI/AAAAAAAAAtI/N_2znz_KQ5k/s1600/ChemistCard.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://3.bp.blogspot.com/-1hESWTiROO0/T6vLo0P6jVI/AAAAAAAAAtI/N_2znz_KQ5k/s320/ChemistCard.png" width="251" /></a></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><br /></div><br /><br />And a few more examples:<br /><div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"><a href="http://2.bp.blogspot.com/-LXFiwdKXpDA/T6wf7QydinI/AAAAAAAAAt8/sjYkXHSOLT4/s1600/3class.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="354" src="http://2.bp.blogspot.com/-LXFiwdKXpDA/T6wf7QydinI/AAAAAAAAAt8/sjYkXHSOLT4/s640/3class.png" width="640" /></a></div><br /><br /><br /><br /><br /><br />Ok, enough of that. &nbsp;Next we'll get onto the magic users and other weirdos.<br /><br /><i>1 - Most classes have the ability to gain a PP as a result of an opportunity. This is common enough to effectively be a default, but it's a class ability because it allows the design of more powerful classes which do not have that feature (and as such, must hit their distinctions hard to get PP).</i><br /><i><br /></i><br /><i>2 - At this point I realize I may be getting ahead of myself on the rules here, since this requires some fair grasp of concepts from Leverage and/or Marvel Heroic. &nbsp;If it's not clear, "Take an opportunity" means "Take an action in response to the GM rolling a 1". &nbsp;it's entirely possible to take several opportunities on one roll.&nbsp;</i><br /><i><br /></i><br /><i>3 - To give someone else a potion, you need to be near them (though that's mostly descriptive). Mechanically, you need to attempt to hand them initiative or take a penalty to your action. The Chemist ignores these problems.</i><br /><i><br /></i><br /><i>4 - The Hunter is, I think,&nbsp;going&nbsp;to be able to contribute viscera to this process for bonuses. &nbsp;But I haven't quite worked that out yet.&nbsp;</i><br /><i><br /></i><br /><i><br /></i><div class="blogger-post-footer"><img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1678761812929125529-3135601614069071658?l=rdonoghue.blogspot.com' alt='' /></div>]]></content:encoded>
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		<title>ICT: Classes Part 1</title>
		<link>http://rdonoghue.blogspot.com/2012/05/ict-classes-part-1.html</link>
		<comments>http://rdonoghue.blogspot.com/2012/05/ict-classes-part-1.html#comments</comments>
		<pubDate>Thu, 10 May 2012 00:56:00 +0000</pubDate>
		<dc:creator>Rob Donoghue</dc:creator>
				<category><![CDATA[EHP Blogs]]></category>
		<category><![CDATA[Some Space to Think]]></category>
		<category><![CDATA[ICT]]></category>

		<guid isPermaLink="false">http://www.evilhat.com/home/?guid=84394887b36291c88f25383e6ea6b95b</guid>
		<description><![CDATA[Classes in ICT are explicitly designed to carry a lot of weight.  They have their own rules, with the idea being that you need to learn the core rules, but beyond that you only need familiarity with the rules relevant to your class or classes.In this s...]]></description>
			<content:encoded><![CDATA[Classes in ICT are explicitly designed to carry a lot of weight.  They have their own rules, with the idea being that you need to learn the core rules, but beyond that you only need familiarity with the rules relevant to your class or classes.<br /><br />In this sense, it's a bit like 4e, but unlike 4e, the mechanics are fairly terse. Perhaps unsurprisingly, they are designed to fit on a single index card.  But despite this, there's a lot of flux in this design space - there are some guidelines for creating characters, but (much like equipment) there's room for some really crazy open ended stuff.<br /><br />Also, probably unsurprisingly, there's a lot of Final Fantasy Tactics (and a touch of 4e) to be found in these classes.  We'll talk more about what that means once we have a few examples under our belt. <br /><br />Characters start out with a class level of d6 in one of the starting classes.  Exactly what the starting classes are is something of a setting decision, but for purposes of illustration, we'll say that they're Squire and Chemist. When the character acts, he gets to add his class die to the pool for any combat rolls.  Out of combat, if the class is not relevant to the roll, the player rolls a d6 instead.<br /><br />As the character gains experience, he may increase his level die from d6 all the way up to d12<b>[1]</b>.  In addition to increasing the size of their die for rolls, leveling up can open the door to access new classes.  Basically, non-starting classes have requirements that usually revolve around levels in other classes.  For example:<br />Thief - Requires Squire d8<br />Knight - Requires Squire d10<br />Black Mage - Requires Chemist d10<br />White Mage - Requires Chemist d10<br />Paladin - Requires Knight d10 and White Mage d8<br /><br />We'll get into how exactly those improvements are made when we talk about experience and advancment, but for the moment, just be comfortable with the idea that your class die is going to get bigger and as it does, it may open up the ability to switch classes.<br /><br />Next, we'll start drilling into class abilities.<br /><br /><i>1- For players who like a more descriptive take on these things, the "levels" of a class break down as follows:<br />Novice d6<br />(no Adjective) d8<br />Experienced d10<br />Master d12<br /><br />So a Squire d10 might also be called an Experienced Squire d10.</i><div class="blogger-post-footer"><img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1678761812929125529-1670741780603066130?l=rdonoghue.blogspot.com' alt='' /></div>]]></content:encoded>
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		<title>An Easy Thing To Miss About Kindle Book Sales on Amazon</title>
		<link>http://www.deadlyfredly.com/2012/05/an-easy-thing-to-miss-about-kindle-book-sales-on-amazon/</link>
		<comments>http://www.deadlyfredly.com/2012/05/an-easy-thing-to-miss-about-kindle-book-sales-on-amazon/#comments</comments>
		<pubDate>Wed, 09 May 2012 14:34:45 +0000</pubDate>
		<dc:creator>fred</dc:creator>
				<category><![CDATA[Deadly Fredly]]></category>
		<category><![CDATA[EHP Blogs]]></category>
		<category><![CDATA[All]]></category>

		<guid isPermaLink="false">http://www.deadlyfredly.com/?p=1145</guid>
		<description><![CDATA[So, I was looking at the (currently meager, but not shocking due to how much we presold in the Kickstarter) kindle book sales royalty report for us over on Amazon, and noticed that one or two sales had happened where we got 35% of the sell price of the book instead of 70(ish)%. I&#8217;d had <a href="http://www.deadlyfredly.com/2012/05/an-easy-thing-to-miss-about-kindle-book-sales-on-amazon/">[...]</a>]]></description>
			<content:encoded><![CDATA[<p>So, I was looking at the (currently meager, but not shocking due to how much we presold in the Kickstarter) kindle book sales royalty report for us over on Amazon, and noticed that one or two sales had happened where we got 35% of the sell price of the book instead of 70(ish)%. I&#8217;d had the notion that we were consistently on the 70% model, so I sent an inquiry to customer service for an explanation. The response was fairly quick, and really the error here was my not paying enough attention to have noticed this, but I thought y&#8217;all might be curious to see it too. Here&#8217;s the response:</p>
<blockquote><p><em>I&#8217;ve found that one or more copies of your book were sold outside of countries where the 70% Royalty Option is currently applicable. The 70% Royalty Option is only applicable for sales to customers in these sales territories:</em></p>
<p><em>Andorra</em><br />
<em>Austria</em><br />
<em>Belgium</em><br />
<em>Canada</em><br />
<em>France</em><br />
<em>Germany</em><br />
<em>Italy</em><br />
<em>Liechtenstein</em><br />
<em>Luxembourg</em><br />
<em>Monaco</em><br />
<em>San Marino</em><br />
<em>Switzerland</em><br />
<em>Spain</em><br />
<em>United Kingdom (including Guernsey, Jersey and Isle of Man)</em><br />
<em>United States</em><br />
<em>Vatican City</em></p>
<p><em>Sales to customers in other locations will receive a 35% royalty. These sales are recorded separately in your royalty reports at the 35% rate.</em></p>
<p><em>At this time, the reports don&#8217;t show the specific location where your titles were sold. I&#8217;ve shared your request for this feature with our business team for consideration as we make future improvements.</em></p>
<p><em>Thanks for using Amazon KDP.</em></p></blockquote>
<p><em></em>I&#8217;m not clear on the exact why&#8217;s of the 35% thing (I&#8217;m pretty sure one of those sales was to a customer in Japan), but that&#8217;s certainly curious, isn&#8217;t it?</p>
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