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	<title>Madscientist.net</title>
	<link>http://madscientist.net</link>
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		<title>Way Too Much Math</title>
		<description>I've lately started playing Warhammer after a pretty prolonged absence. To get back into it and to get use to the new rules I played a couple of small skirmishes, orcs against high elves, and I noticed something odd. Very often when my block of orc spearmen would come up ...</description>
		<link>http://madscientist.net/2008/02/15/way-too-much-math/</link>
			</item>
	<item>
		<title>Not Dead Yet</title>
		<description>So obviously I haven't been doing a great deal of posting any posting the past couple of months. This isn't because I haven't wanted to. I've just been kind of busy. </description>
		<link>http://madscientist.net/2007/01/02/not-dead-yet/</link>
			</item>
	<item>
		<title>Same Ship, Different Day</title>
		<description>So I've been playing a fair bit of Eve Online lately. I tried it out because people have told me what a great crafting system it has. Unfortunately I find the system a little flat myself. It doesn't really feel like I have much control over customizing what I create. ...</description>
		<link>http://madscientist.net/2006/08/22/same-ship-different-day/</link>
			</item>
	<item>
		<title>Stay Tuned.</title>
		<description>I admit, I suck. It's been nearly a week since I published anything. Reality 1.0 has been consuming a lot of my attention lately as I've been trying to complete a 'Work' quest before the timer runs out. As a result I haven't had time to write a post concerning ...</description>
		<link>http://madscientist.net/2006/07/25/stay-tuned/</link>
			</item>
	<item>
		<title>The Rules.</title>
		<description>As I try to solve game design problems I try to make sure that I adhere to certain rules. This isn't a list fixed in stone as every now and then I will think of a new rule that really needs to be inserted, but overall they shouldn't change too ...</description>
		<link>http://madscientist.net/2006/07/25/the-rules/</link>
			</item>
	<item>
		<title>Use and Abuse.</title>
		<description>Raph Koster wrote an article talking about use-based skill systems in MMO's and about how they worked out in Ultima Online and StarWars Galaxies. Just another example of synchronicity since I planned on following up A Distinct Lack of Class with a post about skill systems. </description>
		<link>http://madscientist.net/2006/07/19/use-and-abuse/</link>
			</item>
	<item>
		<title>A Distinct Lack of Class.</title>
		<description>My name is Evan Sampson and I have no class.

I'm not a 23rd level Artist or an 18th level Geek. I'm not even multiclassed as an Artist/Designer, but I don't feel bad about this. The fact is that people in the real world simply aren't divided into classes that dictate ...</description>
		<link>http://madscientist.net/2006/07/18/a-distinct-lack-of-class/</link>
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		<title>Speed Bumps or Turtles?</title>
		<description>Under a previous post Lost asked the question:
The real question/debate could be in evaluating each system on their own merits for the entertainment value of the player (which I attempted to touch on in my â€œRMT and game designâ€). While there certainly does need to be a â€œspeed limitâ€ to ...</description>
		<link>http://madscientist.net/2006/07/11/speed-bumps-or-turtles/</link>
			</item>
	<item>
		<title>You&#8217;ve Just Gotten Better in Friendliness (28).</title>
		<description>Raph Koster posted a small snippet about a new beta service called Playerep. </description>
		<link>http://madscientist.net/2006/07/05/youve-just-gotten-better-in-friendliness-28/</link>
			</item>
	<item>
		<title>But Wait, There&#8217;s More!</title>
		<description>So as I sit here, struggling to work out a crafting system that allows people to be 'hard core' crafters while still allowing solo crafters and balancing the whole thing against adventuring I run into a new snag; the concept of 'social whittling'. </description>
		<link>http://madscientist.net/2006/07/03/but-wait-theres-more/</link>
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