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	<title>Comments on: The Resistance as a Resource Game</title>
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	<description>Dale Emery on Leading Software Development</description>
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		<title>By: Jason Yip</title>
		<link>http://cwd.dhemery.com/2005/04/raar/comment-page-1/#comment-210</link>
		<dc:creator>Jason Yip</dc:creator>
		<pubDate>Thu, 01 Jan 1970 00:00:00 +0000</pubDate>
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		<description>I&#039;m wondering if it would be useful to ask players to identify reasons before asking the &quot;humanising question&quot; (i.e., Why would a rational, good person do this?) to show how stories can change.  Perhaps, &quot;Instinctive Reason&quot;.

I&#039;m also wondering if it would be useful to have a move between Reason and Response.  Something like Confirm.  Unless that is what Response means?

In any case, this is neat.  I&#039;d like to try this out...  Might do some modifications to allow for all kinds of &quot;troublesome&quot; behaviour, not just resistance to change.</description>
		<content:encoded><![CDATA[<p>I&#8217;m wondering if it would be useful to ask players to identify reasons before asking the &#8220;humanising question&#8221; (i.e., Why would a rational, good person do this?) to show how stories can change.  Perhaps, &#8220;Instinctive Reason&#8221;.</p>
<p>I&#8217;m also wondering if it would be useful to have a move between Reason and Response.  Something like Confirm.  Unless that is what Response means?</p>
<p>In any case, this is neat.  I&#8217;d like to try this out&#8230;  Might do some modifications to allow for all kinds of &#8220;troublesome&#8221; behaviour, not just resistance to change.</p>
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