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	<title>Comments on: A look at Dogs in the Vineyard</title>
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	<link>http://www.gnomestew.com/specific-rpgs/a-look-at-dogs-in-the-vineyard</link>
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		<title>By: lumpley</title>
		<link>http://www.gnomestew.com/specific-rpgs/a-look-at-dogs-in-the-vineyard/comment-page-1#comment-6566</link>
		<dc:creator>lumpley</dc:creator>
		<pubDate>Fri, 10 Jul 2009 00:56:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=4306#comment-6566</guid>
		<description>I can answer that!

&lt;a href=&quot;http://www.indie-rpgs.com/games/unstore/game/1&quot; rel=&quot;nofollow&quot;&gt;Dogs in the Vineyard&lt;/a&gt; at the indie-rpgs un-store.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6566&#039;,&#039;lumpley&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I can answer that!</p>
<p><a href="http://www.indie-rpgs.com/games/unstore/game/1" rel="nofollow">Dogs in the Vineyard</a> at the indie-rpgs un-store.
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		<title>By: BryanB</title>
		<link>http://www.gnomestew.com/specific-rpgs/a-look-at-dogs-in-the-vineyard/comment-page-1#comment-6565</link>
		<dc:creator>BryanB</dc:creator>
		<pubDate>Thu, 09 Jul 2009 22:32:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=4306#comment-6565</guid>
		<description>Never mind. I think I can get it on the author&#039;s website. DOH! :P&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6565&#039;,&#039;BryanB&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Never mind. I think I can get it on the author&#8217;s website. DOH! <img src='http://www.gnomestew.com/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' />
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		<title>By: BryanB</title>
		<link>http://www.gnomestew.com/specific-rpgs/a-look-at-dogs-in-the-vineyard/comment-page-1#comment-6564</link>
		<dc:creator>BryanB</dc:creator>
		<pubDate>Thu, 09 Jul 2009 22:26:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=4306#comment-6564</guid>
		<description>Finding this game in print is proving to be a challenge. Does anyone know where to get it? Or is there another printing coming out soon?&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6564&#039;,&#039;BryanB&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Finding this game in print is proving to be a challenge. Does anyone know where to get it? Or is there another printing coming out soon?
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		<title>By: Rafe</title>
		<link>http://www.gnomestew.com/specific-rpgs/a-look-at-dogs-in-the-vineyard/comment-page-1#comment-6560</link>
		<dc:creator>Rafe</dc:creator>
		<pubDate>Thu, 09 Jul 2009 18:21:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=4306#comment-6560</guid>
		<description>&lt;a href=&#039;#comment-6521&#039; rel=&quot;nofollow&quot;&gt;@Scott Martin&lt;/a&gt; - &lt;i&gt;I’m interested in hearing how Dogs stacks up for someone who started with IAWA. IAWA is written even more conversationally– I wonder if the extra guidance/constraints in Dogs will appeal or chafe.&lt;/i&gt;

&quot;Appeal&quot; for $500, Al--- Scott.  The thing with D. Vincent Baker&#039;s games is the focus on the conflict.  If you aren&#039;t in conflict, get to one and you&#039;ll have fun.  That theme runs through both games.  So, while resolution is different (and I think I prefer DitV over IaWA for that), the premise is the same.

However, I love the random start factor for IaWA.  Hell, I use those lists in Burning Wheel just to see what I can come up with for situations/NPCs/places.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6560&#039;,&#039;Rafe&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-6521' rel="nofollow">@Scott Martin</a> &#8211; <i>I’m interested in hearing how Dogs stacks up for someone who started with IAWA. IAWA is written even more conversationally– I wonder if the extra guidance/constraints in Dogs will appeal or chafe.</i></p>
<p>&#8220;Appeal&#8221; for $500, Al&#8212; Scott.  The thing with D. Vincent Baker&#8217;s games is the focus on the conflict.  If you aren&#8217;t in conflict, get to one and you&#8217;ll have fun.  That theme runs through both games.  So, while resolution is different (and I think I prefer DitV over IaWA for that), the premise is the same.</p>
<p>However, I love the random start factor for IaWA.  Hell, I use those lists in Burning Wheel just to see what I can come up with for situations/NPCs/places.
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		<title>By: Rone Barton</title>
		<link>http://www.gnomestew.com/specific-rpgs/a-look-at-dogs-in-the-vineyard/comment-page-1#comment-6522</link>
		<dc:creator>Rone Barton</dc:creator>
		<pubDate>Sun, 05 Jul 2009 23:31:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=4306#comment-6522</guid>
		<description>What a fantastic overview of the game, Scott. Wow.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6522&#039;,&#039;Rone Barton&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>What a fantastic overview of the game, Scott. Wow.
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		<title>By: Scott Martin</title>
		<link>http://www.gnomestew.com/specific-rpgs/a-look-at-dogs-in-the-vineyard/comment-page-1#comment-6521</link>
		<dc:creator>Scott Martin</dc:creator>
		<pubDate>Sun, 05 Jul 2009 20:58:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=4306#comment-6521</guid>
		<description>&lt;a href=&#039;#comment-6512&#039; rel=&quot;nofollow&quot;&gt;@Rafe&lt;/a&gt; - I&#039;m interested in hearing how Dogs stacks up for someone who started with IAWA. IAWA is written even more conversationally-- I wonder if the extra guidance/constraints in Dogs will appeal or chafe.

&lt;a href=&#039;#comment-6515&#039; rel=&quot;nofollow&quot;&gt;@BryanB&lt;/a&gt; - Thanks! I suspect mormons and non-mormons would come at it from a different viewpoint, but emphasizing the fictional/alternate history elements might make it comfortable for both. Or it could be ported to another setting... like Orklord&#039;s Jedi in the Vineyard, or Dogs in the Verse.

&lt;a href=&#039;#comment-6516&#039; rel=&quot;nofollow&quot;&gt;@DocRyder&lt;/a&gt; - It probably wouldn&#039;t work for an endless campaign, but if you did a series of short stories (5-10 sessions), I think it&#039;d perform beautifully. In the end, I suspect it&#039;s the people you encounter and the specific Dogs riding between towns that keep things fresh. On paper, a ship traveling to a new planet each week doesn&#039;t sound suitable for long term viewing, but look at how long Star Trek has been around.

&lt;a href=&#039;#comment-6520&#039; rel=&quot;nofollow&quot;&gt;@deadlytoque&lt;/a&gt; - It&#039;s a good strategy and probably works well most of the time... particularly if the NPCs let the PCs dictate the pace and type of conflicts. Levi&#039;s done a great job of creating Dogs like guidance for the GM in &lt;a href=&quot;http://members.shaw.ca/LeviK/TheHousehold.pdf&quot; rel=&quot;nofollow&quot;&gt;The Household&lt;/a&gt; and &lt;a href=&quot;http://members.shaw.ca/LeviK/LongKnives.pdf&quot; rel=&quot;nofollow&quot;&gt;Long Knives&lt;/a&gt;.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6521&#039;,&#039;Scott Martin&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-6512' rel="nofollow">@Rafe</a> &#8211; I&#8217;m interested in hearing how Dogs stacks up for someone who started with IAWA. IAWA is written even more conversationally&#8211; I wonder if the extra guidance/constraints in Dogs will appeal or chafe.</p>
<p><a href='#comment-6515' rel="nofollow">@BryanB</a> &#8211; Thanks! I suspect mormons and non-mormons would come at it from a different viewpoint, but emphasizing the fictional/alternate history elements might make it comfortable for both. Or it could be ported to another setting&#8230; like Orklord&#8217;s Jedi in the Vineyard, or Dogs in the Verse.</p>
<p><a href='#comment-6516' rel="nofollow">@DocRyder</a> &#8211; It probably wouldn&#8217;t work for an endless campaign, but if you did a series of short stories (5-10 sessions), I think it&#8217;d perform beautifully. In the end, I suspect it&#8217;s the people you encounter and the specific Dogs riding between towns that keep things fresh. On paper, a ship traveling to a new planet each week doesn&#8217;t sound suitable for long term viewing, but look at how long Star Trek has been around.</p>
<p><a href='#comment-6520' rel="nofollow">@deadlytoque</a> &#8211; It&#8217;s a good strategy and probably works well most of the time&#8230; particularly if the NPCs let the PCs dictate the pace and type of conflicts. Levi&#8217;s done a great job of creating Dogs like guidance for the GM in <a href="http://members.shaw.ca/LeviK/TheHousehold.pdf" rel="nofollow">The Household</a> and <a href="http://members.shaw.ca/LeviK/LongKnives.pdf" rel="nofollow">Long Knives</a>.
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		<title>By: deadlytoque</title>
		<link>http://www.gnomestew.com/specific-rpgs/a-look-at-dogs-in-the-vineyard/comment-page-1#comment-6520</link>
		<dc:creator>deadlytoque</dc:creator>
		<pubDate>Sun, 05 Jul 2009 18:16:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=4306#comment-6520</guid>
		<description>Levi Kornelsen on the Story-Games forum wanted to add this (he posted it over there, rather than here, for his own reasons):

There is a basic &quot;optimal&quot; strategy of playing-the-numbers here. It goes like this:

1. Always start social, and use your crappy dice here early; take lots of social fallout, it&#039;s good for you.
2. In conjunction with #1, escalate yourself only after you&#039;ve run through your crap rolls. The GM will often do it for you.
3. Use social fallout to build a big trait (many d4&#039;s); then later change the trait to d6&#039;s, then d8&#039;s.

Note that playing to the optimal strategy is completely in tune with the setup for play. But be aware that building a one-spell-johnny (Deadly Shot 8d8) is actually also an invitation for the GM to be a bastard to you, and throw stuff at you going &quot;Is this bad enough to shoot? How about this?&quot;.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6520&#039;,&#039;deadlytoque&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Levi Kornelsen on the Story-Games forum wanted to add this (he posted it over there, rather than here, for his own reasons):</p>
<p>There is a basic &#8220;optimal&#8221; strategy of playing-the-numbers here. It goes like this:</p>
<p>1. Always start social, and use your crappy dice here early; take lots of social fallout, it&#8217;s good for you.<br />
2. In conjunction with #1, escalate yourself only after you&#8217;ve run through your crap rolls. The GM will often do it for you.<br />
3. Use social fallout to build a big trait (many d4&#8217;s); then later change the trait to d6&#8217;s, then d8&#8217;s.</p>
<p>Note that playing to the optimal strategy is completely in tune with the setup for play. But be aware that building a one-spell-johnny (Deadly Shot 8d8) is actually also an invitation for the GM to be a bastard to you, and throw stuff at you going &#8220;Is this bad enough to shoot? How about this?&#8221;.
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		<title>By: Ed Healy</title>
		<link>http://www.gnomestew.com/specific-rpgs/a-look-at-dogs-in-the-vineyard/comment-page-1#comment-6517</link>
		<dc:creator>Ed Healy</dc:creator>
		<pubDate>Sun, 05 Jul 2009 03:58:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=4306#comment-6517</guid>
		<description>&lt;a href=&#039;#comment-6516&#039; rel=&quot;nofollow&quot;&gt;@DocRyder&lt;/a&gt; - I&#039;ve been wanting to do an episode of &lt;a href=&quot;http://atomicarray.com/&quot; rel=&quot;nofollow&quot;&gt;Atomic Array&lt;/a&gt; featuring The Whispering Vault for a while. I loved that game.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6517&#039;,&#039;Ed Healy&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-6516' rel="nofollow">@DocRyder</a> &#8211; I&#8217;ve been wanting to do an episode of <a href="http://atomicarray.com/" rel="nofollow">Atomic Array</a> featuring The Whispering Vault for a while. I loved that game.
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		<title>By: DocRyder</title>
		<link>http://www.gnomestew.com/specific-rpgs/a-look-at-dogs-in-the-vineyard/comment-page-1#comment-6516</link>
		<dc:creator>DocRyder</dc:creator>
		<pubDate>Sun, 05 Jul 2009 03:41:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=4306#comment-6516</guid>
		<description>The static or repetitive plot line of DitV reminds me of a great little horror game called The Whispering Vault (http://en.wikipedia.org/wiki/The_Whispering_Vault). In that game, players are Stalkers, who chase down fallen members of the Celestial Choir (angels, essentially, who become monsters), whom they throw into the eponymous Whispering Vault. The plots are very ritualized, and follow the same pattern every time. I had trouble seeing how a campaign like that could remain fresh for very long.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6516&#039;,&#039;DocRyder&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>The static or repetitive plot line of DitV reminds me of a great little horror game called The Whispering Vault (<a href="http://en.wikipedia.org/wiki/The_Whispering_Vault" rel="nofollow">http://en.wikipedia.org/wiki/The_Whispering_Vault</a>). In that game, players are Stalkers, who chase down fallen members of the Celestial Choir (angels, essentially, who become monsters), whom they throw into the eponymous Whispering Vault. The plots are very ritualized, and follow the same pattern every time. I had trouble seeing how a campaign like that could remain fresh for very long.
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		<title>By: BryanB</title>
		<link>http://www.gnomestew.com/specific-rpgs/a-look-at-dogs-in-the-vineyard/comment-page-1#comment-6515</link>
		<dc:creator>BryanB</dc:creator>
		<pubDate>Sat, 04 Jul 2009 18:51:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=4306#comment-6515</guid>
		<description>Very nice article Scott.

I had the opportunity to play in a DitV game with Scott a couple of years ago and he did some amazing characterization, let me tell you.

I enjoyed the game that we played in, although I had a hard time grasping the mechanics at first. I think that I want to try the game again at some point. The conflict resolution was unlike anything I had ever experienced before.

The inspiration behind the game hits a little too close to home for me, but the author does a great job of fictionalizing his primary sources and making the &quot;Dogs&quot; concept work far better than one might initially expect.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6515&#039;,&#039;BryanB&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Very nice article Scott.</p>
<p>I had the opportunity to play in a DitV game with Scott a couple of years ago and he did some amazing characterization, let me tell you.</p>
<p>I enjoyed the game that we played in, although I had a hard time grasping the mechanics at first. I think that I want to try the game again at some point. The conflict resolution was unlike anything I had ever experienced before.</p>
<p>The inspiration behind the game hits a little too close to home for me, but the author does a great job of fictionalizing his primary sources and making the &#8220;Dogs&#8221; concept work far better than one might initially expect.
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		<title>By: orklord</title>
		<link>http://www.gnomestew.com/specific-rpgs/a-look-at-dogs-in-the-vineyard/comment-page-1#comment-6514</link>
		<dc:creator>orklord</dc:creator>
		<pubDate>Sat, 04 Jul 2009 15:39:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=4306#comment-6514</guid>
		<description>@Martin Ralya &quot;Say yes or roll the dice&quot; is the oft quoted wisdom of DitV, but there is so much more to learn from it.  Town creation is a great guide to module creation, it boils down stories to their core components easily.  But the part that really opened my eyes is his notes on revealing mysteries.  The ideas behind how to handle mysteries and investigation makes running that kind of game so much more fun.  No more hiding some clues and thrusting others on players and justifying it with a crappy Perception check for me!&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6514&#039;,&#039;orklord&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>@Martin Ralya &#8220;Say yes or roll the dice&#8221; is the oft quoted wisdom of DitV, but there is so much more to learn from it.  Town creation is a great guide to module creation, it boils down stories to their core components easily.  But the part that really opened my eyes is his notes on revealing mysteries.  The ideas behind how to handle mysteries and investigation makes running that kind of game so much more fun.  No more hiding some clues and thrusting others on players and justifying it with a crappy Perception check for me!
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		<title>By: Rafe</title>
		<link>http://www.gnomestew.com/specific-rpgs/a-look-at-dogs-in-the-vineyard/comment-page-1#comment-6513</link>
		<dc:creator>Rafe</dc:creator>
		<pubDate>Sat, 04 Jul 2009 00:25:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=4306#comment-6513</guid>
		<description>Bah, ignore my link.  Scott already included it at the end of the article.  *slaps himself*&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6513&#039;,&#039;Rafe&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Bah, ignore my link.  Scott already included it at the end of the article.  *slaps himself*
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		<title>By: Rafe</title>
		<link>http://www.gnomestew.com/specific-rpgs/a-look-at-dogs-in-the-vineyard/comment-page-1#comment-6512</link>
		<dc:creator>Rafe</dc:creator>
		<pubDate>Sat, 04 Jul 2009 00:24:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=4306#comment-6512</guid>
		<description>I just ordered DItV, having gotten In A Wicked Age first.  Having read through that, I was really pleased with the style.  Then I got the little nudge I needed to order DItV after reading this article.  I expect that DItV will be a great game to have, read and play, based on this review (and others) and knowing IaWA.  Here&#039;s hoping!

(PS:  Here&#039;s a &lt;a href=&quot;http://random.average-bear.com/DogsInTheVineyard/DirectoryOfExampleTowns&quot; rel=&quot;nofollow&quot;&gt;tonne of towns&lt;/a&gt; made by various folks.  If you aren&#039;t interested in creating them, you can do really well by that link.)&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6512&#039;,&#039;Rafe&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I just ordered DItV, having gotten In A Wicked Age first.  Having read through that, I was really pleased with the style.  Then I got the little nudge I needed to order DItV after reading this article.  I expect that DItV will be a great game to have, read and play, based on this review (and others) and knowing IaWA.  Here&#8217;s hoping!</p>
<p>(PS:  Here&#8217;s a <a href="http://random.average-bear.com/DogsInTheVineyard/DirectoryOfExampleTowns" rel="nofollow">tonne of towns</a> made by various folks.  If you aren&#8217;t interested in creating them, you can do really well by that link.)
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		<title>By: jenskot</title>
		<link>http://www.gnomestew.com/specific-rpgs/a-look-at-dogs-in-the-vineyard/comment-page-1#comment-6511</link>
		<dc:creator>jenskot</dc:creator>
		<pubDate>Fri, 03 Jul 2009 22:42:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=4306#comment-6511</guid>
		<description>Here is a link to actual play from a Dogs game we ran a few weeks ago: http://www.indie-rpgs.com/forum/index.php?topic=28020.0

And here is a worksheet I made for creating towns (warning, I added a few details that aren&#039;t in the book that help me improv as a GM):
http://www.sexandbullets.com/img/DogsProcedure.pdf&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6511&#039;,&#039;jenskot&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Here is a link to actual play from a Dogs game we ran a few weeks ago: <a href="http://www.indie-rpgs.com/forum/index.php?topic=28020.0" rel="nofollow">http://www.indie-rpgs.com/forum/index.php?topic=28020.0</a></p>
<p>And here is a worksheet I made for creating towns (warning, I added a few details that aren&#8217;t in the book that help me improv as a GM):<br />
<a href="http://www.sexandbullets.com/img/DogsProcedure.pdf" rel="nofollow">http://www.sexandbullets.com/img/DogsProcedure.pdf</a>
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		<title>By: Scott Martin</title>
		<link>http://www.gnomestew.com/specific-rpgs/a-look-at-dogs-in-the-vineyard/comment-page-1#comment-6510</link>
		<dc:creator>Scott Martin</dc:creator>
		<pubDate>Fri, 03 Jul 2009 22:27:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=4306#comment-6510</guid>
		<description>&lt;a href=&#039;#comment-6507&#039; rel=&quot;nofollow&quot;&gt;@Martin Ralya&lt;/a&gt; - Yeah, &quot;say yes&quot; is very portable and a great corrective, but there are a lot of very cool specifics that all work together. I really liked Town Creation rules-- if you&#039;ve read Spirit of the Century, they are very similar to the Structured Pickup Game instructions in the GM chapter, but with even stronger guidance.

&lt;a href=&#039;#comment-6509&#039; rel=&quot;nofollow&quot;&gt;@Ed Healy&lt;/a&gt; - It&#039;s probable best you didn&#039;t-- I kept thinking, &quot;oh, I should really tell them more about X&quot;. If you&#039;d given me much longer, I dread how at how much writing I would have done. It would probably have wound up longer than the book itself.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6510&#039;,&#039;Scott Martin&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-6507' rel="nofollow">@Martin Ralya</a> &#8211; Yeah, &#8220;say yes&#8221; is very portable and a great corrective, but there are a lot of very cool specifics that all work together. I really liked Town Creation rules&#8211; if you&#8217;ve read Spirit of the Century, they are very similar to the Structured Pickup Game instructions in the GM chapter, but with even stronger guidance.</p>
<p><a href='#comment-6509' rel="nofollow">@Ed Healy</a> &#8211; It&#8217;s probable best you didn&#8217;t&#8211; I kept thinking, &#8220;oh, I should really tell them more about X&#8221;. If you&#8217;d given me much longer, I dread how at how much writing I would have done. It would probably have wound up longer than the book itself.
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