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	<title>Comments on: The Resistance as a Resource Game</title>
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	<description>Dale Emery on Leadership</description>
	<pubDate>Tue, 06 Jan 2009 05:00:51 +0000</pubDate>
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		<title>By: Jason Yip</title>
		<link>http://cwd.dhemery.com/2005/04/raar/#comment-210</link>
		<dc:creator>Jason Yip</dc:creator>
		<pubDate>Tue, 30 Nov 1999 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">http://cwd.dhemery.com/2005/04/08/raar/#comment-210</guid>
		<description>I'm wondering if it would be useful to ask players to identify reasons before asking the "humanising question" (i.e., Why would a rational, good person do this?) to show how stories can change.  Perhaps, "Instinctive Reason".

I'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'd like to try this out...  Might do some modifications to allow for all kinds of "troublesome" 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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