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	<title>Comments for Open Game Design</title>
	<atom:link href="http://www.opengamedesign.com/comments/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.opengamedesign.com</link>
	<description>A Remix Fiction massively multiplayer role-playing alternate reality social media non-linear collaborative storytelling experiment</description>
	<lastBuildDate>Tue, 06 Sep 2011 00:08:15 +0000</lastBuildDate>
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		<title>Comment on Got any poll ideas? by Steve</title>
		<link>http://www.opengamedesign.com/2011/09/05/got-any-poll-ideas/#comment-21</link>
		<dc:creator>Steve</dc:creator>
		<pubDate>Tue, 06 Sep 2011 00:08:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.opengamedesign.com/?p=23#comment-21</guid>
		<description>Thanks Justin!  Three more polls have been added.</description>
		<content:encoded><![CDATA[<p>Thanks Justin!  Three more polls have been added.</p>
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		<title>Comment on Got any poll ideas? by Justin Pradier</title>
		<link>http://www.opengamedesign.com/2011/09/05/got-any-poll-ideas/#comment-20</link>
		<dc:creator>Justin Pradier</dc:creator>
		<pubDate>Mon, 05 Sep 2011 23:48:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.opengamedesign.com/?p=23#comment-20</guid>
		<description>How many ARGs have you played?
Shortest running/longest running ARG you&#039;ve played?
What elements were used? (i.e. websites, mobile phone, dead drops)</description>
		<content:encoded><![CDATA[<p>How many ARGs have you played?<br />
Shortest running/longest running ARG you&#8217;ve played?<br />
What elements were used? (i.e. websites, mobile phone, dead drops)</p>
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		<title>Comment on Small Mistakes = Big Mistakes by Steve</title>
		<link>http://www.opengamedesign.com/2011/09/05/small-mistakes-big-mistakes/#comment-19</link>
		<dc:creator>Steve</dc:creator>
		<pubDate>Mon, 05 Sep 2011 22:59:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.opengamedesign.com/?p=25#comment-19</guid>
		<description>Thanks for letting me use your trivia game as part of my challenge.  I even scanned it and reviewed the trivia question before setting out the briefcase.  Simply a rookie mistake on my part.</description>
		<content:encoded><![CDATA[<p>Thanks for letting me use your trivia game as part of my challenge.  I even scanned it and reviewed the trivia question before setting out the briefcase.  Simply a rookie mistake on my part.</p>
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		<title>Comment on Small Mistakes = Big Mistakes by thebruce</title>
		<link>http://www.opengamedesign.com/2011/09/05/small-mistakes-big-mistakes/#comment-18</link>
		<dc:creator>thebruce</dc:creator>
		<pubDate>Mon, 05 Sep 2011 22:47:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.opengamedesign.com/?p=25#comment-18</guid>
		<description>I have to admit, that birthdate error was partially my mistake. Who enters a birthdate as Month/Year? (and my code was still looking for M/D). But it&#039;s true, we should have verified the answer before going live :).</description>
		<content:encoded><![CDATA[<p>I have to admit, that birthdate error was partially my mistake. Who enters a birthdate as Month/Year? (and my code was still looking for M/D). But it&#8217;s true, we should have verified the answer before going live <img src='http://www.opengamedesign.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> .</p>
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		<title>Comment on YSA Audience Engagement by Steve</title>
		<link>http://www.opengamedesign.com/2010/09/21/ysa-audience-engagement/#comment-17</link>
		<dc:creator>Steve</dc:creator>
		<pubDate>Fri, 01 Oct 2010 01:50:06 +0000</pubDate>
		<guid isPermaLink="false">http://d1064041-1.domain.com/?p=9#comment-17</guid>
		<description>&lt;p&gt;@ModelMotion - First, thanks for taking the time to leave a comment with something more than :):):) - I appreciate the contribution and the coverage you give Remix Fiction at www.webseriestoday.com.  The challenge I have with using IRC as a method of engaging with the audience is that my primary means of communicating is through Martin, and most times fictional characters are not welcome in public IRC chat channels.  One on one private IRC chat could be an option, but I&#039;ve decided that type of communication is problematic with regards to fictional characters because it doesn&#039;t scale well at all.  I&#039;ve used IM and IRC chat in the past for character interaction with players and it seems to cause more problems than the benefit it provides.&lt;/p&gt;&lt;p&gt;Your point is well taken about the use of DMs to send a broadcast message to multiple users - I doubt I&#039;ll do that again.  Thanks for taking the time to stop by and add to the discussion.&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>@ModelMotion &#8211; First, thanks for taking the time to leave a comment with something more than <img src='http://www.opengamedesign.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> :):) &#8211; I appreciate the contribution and the coverage you give Remix Fiction at <a href="http://www.webseriestoday.com" rel="nofollow">http://www.webseriestoday.com</a>.  The challenge I have with using IRC as a method of engaging with the audience is that my primary means of communicating is through Martin, and most times fictional characters are not welcome in public IRC chat channels.  One on one private IRC chat could be an option, but I&#39;ve decided that type of communication is problematic with regards to fictional characters because it doesn&#39;t scale well at all.  I&#39;ve used IM and IRC chat in the past for character interaction with players and it seems to cause more problems than the benefit it provides.</p>
<p>Your point is well taken about the use of DMs to send a broadcast message to multiple users &#8211; I doubt I&#39;ll do that again.  Thanks for taking the time to stop by and add to the discussion.</p>
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		<title>Comment on YSA Audience Engagement by Steve</title>
		<link>http://www.opengamedesign.com/2010/09/21/ysa-audience-engagement/#comment-16</link>
		<dc:creator>Steve</dc:creator>
		<pubDate>Fri, 01 Oct 2010 01:43:04 +0000</pubDate>
		<guid isPermaLink="false">http://d1064041-1.domain.com/?p=9#comment-16</guid>
		<description>&lt;p&gt;@Christy - I didn&#039;t mean to imply that the people who politely explained they didn&#039;t have the time were lying.  I was trying to express the overall tone of the message from the several people who said they were too busy to complete a challenge.  I appreciated the responses from everyone whether or not they said they were planning to complete a challenge or not.&lt;/p&gt;&lt;p&gt;I&#039;ll be writing more on the direction of the documentary soon, but the intention for asking players to record their definition of ARGs was mainly to show that the concept of Alternate Reality Games is still evolving.  My favorite quote from Michael Andersen is &quot;If you ask three people to define an ARG you&#039;ll get four different answers&quot;.  The clips of people defining ARGs was meant to be edited into a 30 second/one minute montage in the beginning of the film to give the audience a starting point to help them form their own opinion of the definition of an ARG.  &lt;/p&gt;&lt;p&gt;The documentary will follow the making of three independent ARGs and their creators.  The focus will be on telling those stories and should to appeal to a wide audience - not just the people who play ARGS (although that community would probably be able to appreciate it more because they would have a better context for the stories).&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>@Christy &#8211; I didn&#39;t mean to imply that the people who politely explained they didn&#39;t have the time were lying.  I was trying to express the overall tone of the message from the several people who said they were too busy to complete a challenge.  I appreciated the responses from everyone whether or not they said they were planning to complete a challenge or not.</p>
<p>I&#39;ll be writing more on the direction of the documentary soon, but the intention for asking players to record their definition of ARGs was mainly to show that the concept of Alternate Reality Games is still evolving.  My favorite quote from Michael Andersen is &quot;If you ask three people to define an ARG you&#39;ll get four different answers&quot;.  The clips of people defining ARGs was meant to be edited into a 30 second/one minute montage in the beginning of the film to give the audience a starting point to help them form their own opinion of the definition of an ARG.  </p>
<p>The documentary will follow the making of three independent ARGs and their creators.  The focus will be on telling those stories and should to appeal to a wide audience &#8211; not just the people who play ARGS (although that community would probably be able to appreciate it more because they would have a better context for the stories).</p>
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		<title>Comment on YSA Audience Engagement by Steve</title>
		<link>http://www.opengamedesign.com/2010/09/21/ysa-audience-engagement/#comment-15</link>
		<dc:creator>Steve</dc:creator>
		<pubDate>Fri, 01 Oct 2010 01:25:40 +0000</pubDate>
		<guid isPermaLink="false">http://d1064041-1.domain.com/?p=9#comment-15</guid>
		<description>&lt;p&gt;@Tonamel - Great idea.  I moved the challenges to their own section of the website so they should be much easier to find now.&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>@Tonamel &#8211; Great idea.  I moved the challenges to their own section of the website so they should be much easier to find now.</p>
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		<title>Comment on YSA Audience Engagement by Steve</title>
		<link>http://www.opengamedesign.com/2010/09/21/ysa-audience-engagement/#comment-14</link>
		<dc:creator>Steve</dc:creator>
		<pubDate>Fri, 01 Oct 2010 01:21:38 +0000</pubDate>
		<guid isPermaLink="false">http://d1064041-1.domain.com/?p=9#comment-14</guid>
		<description>&lt;p&gt;@Justin - I think the idea of &quot;tiering&quot; would explain why only one person out of 100 completed a challenge after being directly contacted, but I don&#039;t know how that would explain the lost followers.  I think I would still have to attribute at least some of the lost followers to their perception that the value they would receive by continuing to follow would be diminished based on the assumption that I would continue to send similar Direct Messages.&lt;/p&gt;&lt;p&gt;I will take your advice and try to make the challenges more diverse so that even people at the bottom of the pyramid (lurkers) would be more likely to attempt completion.&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>@Justin &#8211; I think the idea of &quot;tiering&quot; would explain why only one person out of 100 completed a challenge after being directly contacted, but I don&#39;t know how that would explain the lost followers.  I think I would still have to attribute at least some of the lost followers to their perception that the value they would receive by continuing to follow would be diminished based on the assumption that I would continue to send similar Direct Messages.</p>
<p>I will take your advice and try to make the challenges more diverse so that even people at the bottom of the pyramid (lurkers) would be more likely to attempt completion.</p>
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		<title>Comment on YSA Audience Engagement by Steve</title>
		<link>http://www.opengamedesign.com/2010/09/21/ysa-audience-engagement/#comment-13</link>
		<dc:creator>Steve</dc:creator>
		<pubDate>Fri, 01 Oct 2010 01:15:27 +0000</pubDate>
		<guid isPermaLink="false">http://d1064041-1.domain.com/?p=9#comment-13</guid>
		<description>&lt;p&gt;@Daniel - I agree with your &quot;reputation economy&quot; assessment of my actions having a transaction cost.  However, you&#039;ll notice that I didn&#039;t send the message to all 400 of Martin&#039;s followers.  I sent the message only to the 1/4 of the overall followers because I believed I had a bigger &quot;budget&quot; with the people I chose.  They were people who had followed the longest and who had interacted with Martin in the past on twitter - just like you suggested.  I still lost some of them.&lt;/p&gt;&lt;p&gt;I think that, as an experiment in audience engagement, it was worthwhile to send the direct messages, but using that method of communication (with a generic message) should be kept to a minimum.  I would have to spend a lot of time debating the use of that method of audience engagement if I wanted to do it again.&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>@Daniel &#8211; I agree with your &quot;reputation economy&quot; assessment of my actions having a transaction cost.  However, you&#39;ll notice that I didn&#39;t send the message to all 400 of Martin&#39;s followers.  I sent the message only to the 1/4 of the overall followers because I believed I had a bigger &quot;budget&quot; with the people I chose.  They were people who had followed the longest and who had interacted with Martin in the past on twitter &#8211; just like you suggested.  I still lost some of them.</p>
<p>I think that, as an experiment in audience engagement, it was worthwhile to send the direct messages, but using that method of communication (with a generic message) should be kept to a minimum.  I would have to spend a lot of time debating the use of that method of audience engagement if I wanted to do it again.</p>
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		<title>Comment on YSA Audience Engagement by Steve</title>
		<link>http://www.opengamedesign.com/2010/09/21/ysa-audience-engagement/#comment-12</link>
		<dc:creator>Steve</dc:creator>
		<pubDate>Fri, 24 Sep 2010 13:26:01 +0000</pubDate>
		<guid isPermaLink="false">http://d1064041-1.domain.com/?p=9#comment-12</guid>
		<description>&lt;p&gt;I hope you don&#039;t think I was begrudging you for not having the time to participate. I wanted to report the results and reactions to this type of audience engagement so that other people could learn from my experiences. I wasn&#039;t trying to single anyone out. In fact, the most common response was some variation on the theme &quot;not enough time&quot;. &lt;/p&gt;&lt;p&gt;Everyone constantly evaluates the cost/benefit of their daily activities. It&#039;s the storytellers job to increase the benefit to the audience so that they believe it is worth the cost. I think, in this case, I didn&#039;t do a good job of emphasizing the benefits of completing the challenges. &lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>I hope you don&#39;t think I was begrudging you for not having the time to participate. I wanted to report the results and reactions to this type of audience engagement so that other people could learn from my experiences. I wasn&#39;t trying to single anyone out. In fact, the most common response was some variation on the theme &quot;not enough time&quot;. </p>
<p>Everyone constantly evaluates the cost/benefit of their daily activities. It&#39;s the storytellers job to increase the benefit to the audience so that they believe it is worth the cost. I think, in this case, I didn&#39;t do a good job of emphasizing the benefits of completing the challenges. </p>
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		<title>Comment on YSA Audience Engagement by modelmotion</title>
		<link>http://www.opengamedesign.com/2010/09/21/ysa-audience-engagement/#comment-11</link>
		<dc:creator>modelmotion</dc:creator>
		<pubDate>Thu, 23 Sep 2010 22:39:26 +0000</pubDate>
		<guid isPermaLink="false">http://d1064041-1.domain.com/?p=9#comment-11</guid>
		<description>&lt;p&gt;I was one with zero time.  I would never un-sub over something like this but twitter DM is probably the worst possible way to communicate.  It has its uses, but this is not one of them.  A friendly conversation in IRC is probably a better way to go.  There is probably no one perfect solution but the reality is that people are spread all over the place in terms of communication and even more spread in terms of how they allocate time.&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>I was one with zero time.  I would never un-sub over something like this but twitter DM is probably the worst possible way to communicate.  It has its uses, but this is not one of them.  A friendly conversation in IRC is probably a better way to go.  There is probably no one perfect solution but the reality is that people are spread all over the place in terms of communication and even more spread in terms of how they allocate time.</p>
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		<title>Comment on YSA Audience Engagement by Christy Dena</title>
		<link>http://www.opengamedesign.com/2010/09/21/ysa-audience-engagement/#comment-10</link>
		<dc:creator>Christy Dena</dc:creator>
		<pubDate>Tue, 21 Sep 2010 10:51:45 +0000</pubDate>
		<guid isPermaLink="false">http://d1064041-1.domain.com/?p=9#comment-10</guid>
		<description>&lt;p&gt;Hey Steve, &lt;/p&gt;&lt;p&gt;I am seriously short for time, so I wasn&#039;t just being polite. :) &lt;/p&gt;&lt;p&gt;But I will say too that perhaps you&#039;re spending your time assessing your techniques and not your content and audience? Is your documentary aimed at people who already work in ARGs, or people who are new to it? Your question about how they define an ARG seems something that is of concern to a newcomer perhaps. I personally am not worried about how anyone defines it. I&#039;m more interested in knowing how they work and where they&#039;re going. But also, what do your contributors get out of their effort to participate (besides being in your documentary)? What is it all about? What would the ARG communities or people who don&#039;t know about get from your documentary. It seems you need to clarify your audience and content fit before making too many changes to your call to action strategy perhaps?&lt;/p&gt;&lt;p&gt;Hope this helps.&lt;/p&gt;&lt;p&gt;Best,&lt;br/&gt;Christy&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>Hey Steve, </p>
<p>I am seriously short for time, so I wasn&#39;t just being polite. <img src='http://www.opengamedesign.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  </p>
<p>But I will say too that perhaps you&#39;re spending your time assessing your techniques and not your content and audience? Is your documentary aimed at people who already work in ARGs, or people who are new to it? Your question about how they define an ARG seems something that is of concern to a newcomer perhaps. I personally am not worried about how anyone defines it. I&#39;m more interested in knowing how they work and where they&#39;re going. But also, what do your contributors get out of their effort to participate (besides being in your documentary)? What is it all about? What would the ARG communities or people who don&#39;t know about get from your documentary. It seems you need to clarify your audience and content fit before making too many changes to your call to action strategy perhaps?</p>
<p>Hope this helps.</p>
<p>Best,<br />Christy</p>
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		<title>Comment on YSA Audience Engagement by Tonamel</title>
		<link>http://www.opengamedesign.com/2010/09/21/ysa-audience-engagement/#comment-9</link>
		<dc:creator>Tonamel</dc:creator>
		<pubDate>Tue, 21 Sep 2010 04:49:26 +0000</pubDate>
		<guid isPermaLink="false">http://d1064041-1.domain.com/?p=9#comment-9</guid>
		<description>&lt;p&gt;Because it was the weekend, I didn&#039;t even GET the DM until today, so perhaps this post is a bit premature? It then took me a little while to even find the challenges, because I didn&#039;t realize they&#039;d be blog posts. I thought they&#039;d be in their own section of the site, linked in the main nav. &lt;/p&gt;&lt;p&gt;I don&#039;t know if I&#039;ll do them; I haven&#039;t even looked at them yet.&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>Because it was the weekend, I didn&#39;t even GET the DM until today, so perhaps this post is a bit premature? It then took me a little while to even find the challenges, because I didn&#39;t realize they&#39;d be blog posts. I thought they&#39;d be in their own section of the site, linked in the main nav. </p>
<p>I don&#39;t know if I&#39;ll do them; I haven&#39;t even looked at them yet.</p>
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		<title>Comment on YSA Audience Engagement by Justin Pradier</title>
		<link>http://www.opengamedesign.com/2010/09/21/ysa-audience-engagement/#comment-8</link>
		<dc:creator>Justin Pradier</dc:creator>
		<pubDate>Tue, 21 Sep 2010 04:37:16 +0000</pubDate>
		<guid isPermaLink="false">http://d1064041-1.domain.com/?p=9#comment-8</guid>
		<description>&lt;p&gt;I wonder if the lost followers could be related to the concept of tiering in ARGs, and other communities in general.&lt;/p&gt;&lt;p&gt;How many of your total followers fit into the category of &quot;active players&quot;, those who want to get in and get involved whenever and however they can.&lt;/p&gt;&lt;p&gt;How many are like me and only contribute when they feel that what they have to give will improve the community.  I for example was aware that there was &quot;A&quot; person who was being spoken about on unForums for what could have potentially been seen as a rules violation, but I didn&#039;t follow what happened, who it was etc, so I personally feel that I am not in a position to contribute to Challenge #1.  Challenge #2 comes down to the fact I simply consider myself &quot;non-photogenic&quot;.&lt;/p&gt;&lt;p&gt;And then the third category, those who just watch to see things unfold. The readers.  If nothing is actually unfolding, or they feel the only way to really be involved is to contribute, you potentially have a scenario that would &quot;exclude&quot; them from what is happening.&lt;/p&gt;&lt;p&gt;Just a thought...&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>I wonder if the lost followers could be related to the concept of tiering in ARGs, and other communities in general.</p>
<p>How many of your total followers fit into the category of &quot;active players&quot;, those who want to get in and get involved whenever and however they can.</p>
<p>How many are like me and only contribute when they feel that what they have to give will improve the community.  I for example was aware that there was &quot;A&quot; person who was being spoken about on unForums for what could have potentially been seen as a rules violation, but I didn&#39;t follow what happened, who it was etc, so I personally feel that I am not in a position to contribute to Challenge #1.  Challenge #2 comes down to the fact I simply consider myself &quot;non-photogenic&quot;.</p>
<p>And then the third category, those who just watch to see things unfold. The readers.  If nothing is actually unfolding, or they feel the only way to really be involved is to contribute, you potentially have a scenario that would &quot;exclude&quot; them from what is happening.</p>
<p>Just a thought&#8230;</p>
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		<title>Comment on YSA Audience Engagement by Daniel Grace</title>
		<link>http://www.opengamedesign.com/2010/09/21/ysa-audience-engagement/#comment-7</link>
		<dc:creator>Daniel Grace</dc:creator>
		<pubDate>Tue, 21 Sep 2010 03:28:07 +0000</pubDate>
		<guid isPermaLink="false">http://d1064041-1.domain.com/?p=9#comment-7</guid>
		<description>&lt;p&gt;I typed something very long here, then realized that I should try to make it shorter. Here goes.&lt;/p&gt;&lt;p&gt;All communication has a transaction cost. The more immediate the form of communication, the higher the cost. The less we are attached to someone (personally, professionally, or through entertainment) the smaller a &quot;budget&quot; we have for them. Those 14 people had a smaller budget for you than the cost of a single DM.&lt;/p&gt;&lt;p&gt;They were either new and hadn&#039;t gotten anything from you, or they weren&#039;t your target audience and would likely have unfollowed eventually. You just reminded them that they followed you in the first place.&lt;/p&gt;&lt;p&gt;I&#039;ve never personally gotten upset at a single DM unless it was an automated spammer. I doubt many people in your target audience will -- a DM is &quot;cheap.&quot; Making a habit of such personal communication that&#039;s actually on a large scale is probably a bad idea. At the very least it would be good to limit it to people that have shown evidence of their enjoyment. Perhaps keep a list of people that not only follow you but have @&#039;d you at least once, or over n times. Those people probably have a larger budget for you.&lt;/p&gt;&lt;p&gt;That rant is based off of how MY brain works, and may not be others. I&#039;ve often looked for the numbers behind such publicity, but they don&#039;t get published, unfortunately. Your single case, as isolated as it may be, just broadened my evidence.&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>I typed something very long here, then realized that I should try to make it shorter. Here goes.</p>
<p>All communication has a transaction cost. The more immediate the form of communication, the higher the cost. The less we are attached to someone (personally, professionally, or through entertainment) the smaller a &quot;budget&quot; we have for them. Those 14 people had a smaller budget for you than the cost of a single DM.</p>
<p>They were either new and hadn&#39;t gotten anything from you, or they weren&#39;t your target audience and would likely have unfollowed eventually. You just reminded them that they followed you in the first place.</p>
<p>I&#39;ve never personally gotten upset at a single DM unless it was an automated spammer. I doubt many people in your target audience will &#8212; a DM is &quot;cheap.&quot; Making a habit of such personal communication that&#39;s actually on a large scale is probably a bad idea. At the very least it would be good to limit it to people that have shown evidence of their enjoyment. Perhaps keep a list of people that not only follow you but have @&#39;d you at least once, or over n times. Those people probably have a larger budget for you.</p>
<p>That rant is based off of how MY brain works, and may not be others. I&#39;ve often looked for the numbers behind such publicity, but they don&#39;t get published, unfortunately. Your single case, as isolated as it may be, just broadened my evidence.</p>
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		<title>Comment on YSA Web Video Production by modelmotion</title>
		<link>http://www.opengamedesign.com/2010/09/06/ysa-web-video-production/#comment-6</link>
		<dc:creator>modelmotion</dc:creator>
		<pubDate>Mon, 06 Sep 2010 22:46:48 +0000</pubDate>
		<guid isPermaLink="false">http://d1064041-1.domain.com/?p=8#comment-6</guid>
		<description>&lt;p&gt;:):):)&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p> <img src='http://www.opengamedesign.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> :):)</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Join the Facilitator Network by modelmotion</title>
		<link>http://www.opengamedesign.com/2010/08/22/join-the-facilitator-network/#comment-4</link>
		<dc:creator>modelmotion</dc:creator>
		<pubDate>Mon, 23 Aug 2010 15:10:08 +0000</pubDate>
		<guid isPermaLink="false">http://d1064041-1.domain.com/?p=6#comment-4</guid>
		<description>&lt;p&gt;:):):)&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p> <img src='http://www.opengamedesign.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> :):)</p>
]]></content:encoded>
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	<item>
		<title>Comment on Open Game Design by docwho2100</title>
		<link>http://www.opengamedesign.com/2010/08/10/open-game-design/#comment-3</link>
		<dc:creator>docwho2100</dc:creator>
		<pubDate>Thu, 12 Aug 2010 02:46:30 +0000</pubDate>
		<guid isPermaLink="false">http://d1064041-1.domain.com/?p=5#comment-3</guid>
		<description>&lt;p&gt;cool - how does one join?&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>cool &#8211; how does one join?</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Open Game Design by modelmotion</title>
		<link>http://www.opengamedesign.com/2010/08/10/open-game-design/#comment-2</link>
		<dc:creator>modelmotion</dc:creator>
		<pubDate>Thu, 12 Aug 2010 02:13:50 +0000</pubDate>
		<guid isPermaLink="false">http://d1064041-1.domain.com/?p=5#comment-2</guid>
		<description>&lt;p&gt;:):):)&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p> <img src='http://www.opengamedesign.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> :):)</p>
]]></content:encoded>
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