- Posts: 1270
- Thank you received: 286
- Forum
- /
- The Game Room
- /
- Ameritrash
- /
- Oops
×
Bugs: Recent Topics Paging, Uploading Images & Preview (11 Dec 2020)
Recent Topics paging, uploading images and preview bugs require a patch which has not yet been released.
×
Talk about the latest and greatest AT, and the Classics.
Oops
17 Dec 2008 16:07 #15484
by moofrank
Most of the Wednesday rpg.net board game reviews are Shannon's. Phil Reed does write well, as given he's been involved in a bunch of Steve Jackson stuff.
So he's a pretty old school AT sort.
The bit that I bet Barnes misses as well is that Kevin did solve one of the all-time great AT game problems in Android.
AT Game Mechanic playbook item #1: Have a bunch of cards. Good cards you can play on yourself. Bad cards you play on other people.
This is possibly the most used "thing" in AT games. And it almost always ends badly.
Problems:
1. Bad cards are played on leader. Game never ends. Drags and gets kind of old.
Solution: Put a point cost on cards. Give a player the choice between good and bad cards.
2. People never want to pick Bad cards because it is almost always better to take the good cards.
Kevin solved both of these by costing out both sets of cards, and forcing you to play bad cards in order to play good cards. The beat up the leader thing is lessened a LOT by only allowing cards to be played on a specific person, and making you have to pick them in advance.
Consider especially the case of Blackbeard. The new hideously awful one. Players get cards for free with a mix of good and bad cards. You want to get rid of bad cards to get better good cards.
The leader is just snowed under with piles of bad cards. The card stuff also slows the game down. You feel like you are just discarding cards because they have zero meaning to you because they are free.
...the list of bad implementations is legion.
So he's a pretty old school AT sort.
The bit that I bet Barnes misses as well is that Kevin did solve one of the all-time great AT game problems in Android.
AT Game Mechanic playbook item #1: Have a bunch of cards. Good cards you can play on yourself. Bad cards you play on other people.
This is possibly the most used "thing" in AT games. And it almost always ends badly.
Problems:
1. Bad cards are played on leader. Game never ends. Drags and gets kind of old.
Solution: Put a point cost on cards. Give a player the choice between good and bad cards.
2. People never want to pick Bad cards because it is almost always better to take the good cards.
Kevin solved both of these by costing out both sets of cards, and forcing you to play bad cards in order to play good cards. The beat up the leader thing is lessened a LOT by only allowing cards to be played on a specific person, and making you have to pick them in advance.
Consider especially the case of Blackbeard. The new hideously awful one. Players get cards for free with a mix of good and bad cards. You want to get rid of bad cards to get better good cards.
The leader is just snowed under with piles of bad cards. The card stuff also slows the game down. You feel like you are just discarding cards because they have zero meaning to you because they are free.
...the list of bad implementations is legion.
Please Log in or Create an account to join the conversation.
17 Dec 2008 16:25 #15486
by Shellhead
That's a great point about the Twilight cards, though you aren't forced to play the bad cards, because drawing them when you visit seedy locations is optional. Strategically, you should draw those bad cards and play them early and often, to sabotage your opponents, but it isn't mandatory. However, maybe some of the bad cards are of limited value depending on what plot cards in play. I haven't looked through the card decks yet, so I don't know.
Also, it seems like leader-bashing would less effective in Android than some games, because it isn't readily obvious who is in the lead. I suppose that you could look at who has the most favor tokens, or who has racked up a happy ending on their first subplot.
Also, it seems like leader-bashing would less effective in Android than some games, because it isn't readily obvious who is in the lead. I suppose that you could look at who has the most favor tokens, or who has racked up a happy ending on their first subplot.
Please Log in or Create an account to join the conversation.
Moderators: Gary Sax
- Forum
- /
- The Game Room
- /
- Ameritrash
- /
- Oops
Time to create page: 0.139 seconds