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	<title>Comments on: Yes, And &#8211; day report, Part 1</title>
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	<link>http://playmakers.org.uk/2009/06/17/yes-and-day-report-part-1/</link>
	<description>The Hide &#38; Seek partnership with NESTA</description>
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		<title>By: Justin</title>
		<link>http://playmakers.org.uk/2009/06/17/yes-and-day-report-part-1/comment-page-1/#comment-35</link>
		<dc:creator>Justin</dc:creator>
		<pubDate>Fri, 19 Jun 2009 11:47:21 +0000</pubDate>
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		<description>Thanks for that, Margaret!  Of course, that poses the interesting question - does it still count as cosplay if you&#039;re in &quot;plain clothes&quot;?  :)</description>
		<content:encoded><![CDATA[<p>Thanks for that, Margaret!  Of course, that poses the interesting question &#8211; does it still count as cosplay if you&#8217;re in &#8220;plain clothes&#8221;?  <img src='http://playmakers.org.uk/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: Margaret Robertson</title>
		<link>http://playmakers.org.uk/2009/06/17/yes-and-day-report-part-1/comment-page-1/#comment-34</link>
		<dc:creator>Margaret Robertson</dc:creator>
		<pubDate>Thu, 18 Jun 2009 15:52:54 +0000</pubDate>
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		<description>I came to this latest session of Playmaker&#039;s expecting to learn, and I did. Initially what I learned was that the best way to contain an over-confident tree frog in a crowded indoor area is with a big net cake umbrella. The second thing I learned is that nobody knows what those big net cake umbrellas are actually called. More seriously, the whole afternoon was an object lesson in why design-by-committee doesn&#039;t have to be death-by-a-thousand-papercuts. A cheery, collaborative atmosphere pervaded, with no-one feeling defensive or overly protective of their ideas. From my perspective, two main issues seemed to emerge: what do we want the tone of the game to be, and what do we want the role of the non-HFD-holding team members to be? The basic framework of the game obviously pressed a some serious (and currently sensitive) buttons - surveillance, freedom of information, freedom to take photographs, the limit of the law - but there was a clear thirst to let the game be as silly and preposterous as it is at heart. And - despite my usual devotion to cold, hard, game theory and rule-set wrangling - I was surprised to find myself persuaded that it might be most fun for the other players to have more of a performance role than a tactical role. So perhaps all I really learned was that I had a previously undiscovered weakness for spy-based cos-play.</description>
		<content:encoded><![CDATA[<p>I came to this latest session of Playmaker&#8217;s expecting to learn, and I did. Initially what I learned was that the best way to contain an over-confident tree frog in a crowded indoor area is with a big net cake umbrella. The second thing I learned is that nobody knows what those big net cake umbrellas are actually called. More seriously, the whole afternoon was an object lesson in why design-by-committee doesn&#8217;t have to be death-by-a-thousand-papercuts. A cheery, collaborative atmosphere pervaded, with no-one feeling defensive or overly protective of their ideas. From my perspective, two main issues seemed to emerge: what do we want the tone of the game to be, and what do we want the role of the non-HFD-holding team members to be? The basic framework of the game obviously pressed a some serious (and currently sensitive) buttons &#8211; surveillance, freedom of information, freedom to take photographs, the limit of the law &#8211; but there was a clear thirst to let the game be as silly and preposterous as it is at heart. And &#8211; despite my usual devotion to cold, hard, game theory and rule-set wrangling &#8211; I was surprised to find myself persuaded that it might be most fun for the other players to have more of a performance role than a tactical role. So perhaps all I really learned was that I had a previously undiscovered weakness for spy-based cos-play.</p>
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