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	<title>Comments on: RPG Quest system &#8211; Fun in so many ways!</title>
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	<description>Flash rpg game developer blog</description>
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		<title>By: admin</title>
		<link>http://www.flare-rpg.org/index.php/rpg-quest-system-fun-in-so-many-ways/comment-page-1/#comment-267</link>
		<dc:creator>admin</dc:creator>
		<pubDate>Wed, 17 Feb 2010 06:54:33 +0000</pubDate>
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		<description>Callan, thanks for input!
Hw would you set up &quot;moral&quot; in a game? Simple light-dark parameter is often used, but could there be something more interesting scheme?</description>
		<content:encoded><![CDATA[<p>Callan, thanks for input!<br />
Hw would you set up &#8220;moral&#8221; in a game? Simple light-dark parameter is often used, but could there be something more interesting scheme?</p>
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		<title>By: Callan S.</title>
		<link>http://www.flare-rpg.org/index.php/rpg-quest-system-fun-in-so-many-ways/comment-page-1/#comment-264</link>
		<dc:creator>Callan S.</dc:creator>
		<pubDate>Thu, 11 Feb 2010 11:04:38 +0000</pubDate>
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		<description>I&#039;ve always thought quests with two different ways of compleating them, each with it&#039;s own moral difference, is more interesting that just doing as your told to do.

Like you might need ten giant rat heads yes. But you have a choice of giving them to the rich nobles who don&#039;t need the extra loot, or the poor yet dodgey people, who need it, but aren&#039;t exactly all that clean shaven.</description>
		<content:encoded><![CDATA[<p>I&#8217;ve always thought quests with two different ways of compleating them, each with it&#8217;s own moral difference, is more interesting that just doing as your told to do.</p>
<p>Like you might need ten giant rat heads yes. But you have a choice of giving them to the rich nobles who don&#8217;t need the extra loot, or the poor yet dodgey people, who need it, but aren&#8217;t exactly all that clean shaven.</p>
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