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Victorious Losses - Games without Loss or Victory Condition
- oliverkinne
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- D4
- All things tabletop.
I grew up with one of the first,...
In digital games, the idea of a high score table dates back to the 1970s and 80s. Yes, you would eventually run out of lives or credits and therefore lose a console game, but beating your own or someone else's highest point score was much more important. Finishing a game and beating the last boss monster was not really a thing. Many digital games didn't even have an ending as such. They just got more and more difficult. So the question is, if something similar is also possible for analogue games.
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- SuperflyPete
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- Salty AF
- SMH
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- southernman
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- TOTALLY WiReD
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I've got nothing else ... can't think of any board or card games that don't have an end.
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- ChristopherMD
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- Road Warrior
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- Sagrilarus
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- Pull the Goalie
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Sagrilarus wrote: The endgame conditions in games like Firefly are pretty bolted-on. An arbitrary number of missions or number of dollars just makes finishing convenient. You could play Firefly as a campaign for years if you liked, earning hundreds of thousands of dollars along the way.
I've played the Firefly rpg a few times. It might be interesting to run a hybrid campaign that alternated between games turns in the board game and then sessions of the rpg to resolve crime jobs. Or maybe use that Firefly Adventures game in place of the rpg, since it uses of the same iconography as the board game.
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That game would be much better if you could decide to have your goals assessed by grandpa whenever you like to receive a score/judgment, instead of a finite turn limit. This would give you the option to play as long as you'd like and just see what you've built. The game would need to be recalibrated somewhat to work this way, however.
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