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Have the DE people built up an entire actual campaign world? Because despite them mentioning quite a bit about the word in the game, I get the distinct feeling you’re not "supposed" to leave Revachol.
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# ? Nov 1, 2021 08:04 |
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# ? May 28, 2024 00:16 |
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Kurvitz previously wrote a novel called Sacred and Terrible Air that's apparently set in the same world. It's only available in Estonian at the moment although there's apparently an English translation in the works.
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# ? Nov 1, 2021 08:22 |
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Nuns with Guns posted:Disco Elysium system itself was originally designed for (and would run well as) a TTRPG. The largest barrier there (besides the creativity of the GM and players, like you implied) is that the interjections of the stats requires the GM to be constantly managing and tracking skill thresholds and noting where passive successes would trigger. I'm not so sure it was designed for an RPG. It was built out of RPG campaign notes, but that RPG was "binder full of house rules"-style DnD. In that sense Electric Bastionland is indeed a fit in terms of a weird world with liminal zones between the major inhabited areas and fightings mostly being small 'whirls' where you very quickly learn if you're winning or not and have a chance to run. But, of course, any of the kooky skills, you're on your own. And as noted, the skills Harry has are not the skills that Kim has. It's noted that Harry's thoughts talking to him are unique to him, and Kim's method is based on what he writes in his notebook and how he reviews it. I'd say if you wanted an authentic experience you're either going to play 'Everyone is Harry', an Everyone Is John variant where each player is a different skill, or else you go for something light where you define your own skills, like Freeform Universal, or Fate using the Aspects as Attributes variant.
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# ? Nov 1, 2021 08:39 |
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Eggnogium posted:The character is in base DiA and it says something like he was polymorphed into one for a while and then decided he just preferred it. (I was just prepping this part yesterday for my campaign). Dang, that’s a much more pedestrian otterfication than I was hoping for. Nessus posted:The main fellow himself has sixteen skills, and it is suggested in the deep lore of "the patch on the neck of a boutique jacket replicating what your buddy Kim wears in game" that Kim himself does not have the same skills. It's a complicated situation. The jacket’s storefront description shares one skill with the DE protag and lists another skill or something that doesn’t. Clothing isn’t always 100% anchored to specific skill bonuses and can be tied to “bonuses to certain thought cabinet archetypes” so without more details it could go either way. Even if some of the skills don’t overlap though, they’d probably still use the very basic skill check and passive check system in a full ttrpg or custom pc gen games. Nigmaetcetera posted:Have the DE people built up an entire actual campaign world? Because despite them mentioning quite a bit about the word in the game, I get the distinct feeling you’re not "supposed" to leave Revachol. I don’t know if they specified how much detail they went into for every corner of the setting they crafted but they made an expansive world out of a D&D game that they were using to develop various art projects out of, like the aforementioned novel. They were also planning a ttrpg but shifted to pitching it as a video game. The initial pitch for DE it was described as “AD&D” like, though that seems to have been shaved down a lot since. bewilderment posted:I'm not so sure it was designed for an RPG. It was built out of RPG campaign notes, but that RPG was "binder full of house rules"-style DnD. I should clarify that I’m not sure when the current rules system was put in place, but it’s a very basic “roll 2d6, add x and y” system that also has passive skill checks running in the background of every dialogue. They were initially designing the world for ttrpg supplements though. Those might have been D&D based, system agnostic or a house system. Nuns with Guns fucked around with this message at 15:00 on Nov 1, 2021 |
# ? Nov 1, 2021 14:20 |
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Someone I know did make a DE-inspired game somewhere between 'Everyone is John' and 'Doomed Pilgrim', with the GM-like player as the detective and everyone else as skills, but I don't see it on their itch page. I reckon as far as available games go, a hacked EiJ (already brought up) is probably the best one for playing something like DE. Redo goals to be more like side-goals instead of end-points and distribute world-building ability between the skills and GM (unless you wanna do like DE and have the main character be an amnesiac). People have already pointed out that the skills are probably the hardest part of getting a game to feel like DE and are also a huge effort to portray, so why not split the work over everyone? So basically, each skill player would:
UnCO3 fucked around with this message at 16:04 on Nov 1, 2021 |
# ? Nov 1, 2021 16:01 |
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Nehru the Damaja posted:Small-scale paranormal stuff in a colorful dysfunctional capitalist hellhole that is variously absurd and poignant I guess.
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# ? Nov 1, 2021 17:36 |
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Nessus posted:The main fellow himself has sixteen skills, and it is suggested in the deep lore of "the patch on the neck of a boutique jacket replicating what your buddy Kim wears in game" that Kim himself does not have the same skills. It's a complicated situation. You know, Cortex Prime does have overarching values as one of its potential main stat sets, and it does have systems for each character having their own unique values already. You could make this work... EDIT: Also, UnCO3's post made me think that you could make a really weird Bluebeard's Bride hack work. (It would help if I remembered the actual name of the game.) Lurks With Wolves fucked around with this message at 18:07 on Nov 1, 2021 |
# ? Nov 1, 2021 17:59 |
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This has been an interesting discussion to read for me, because I just finished Disco Elysium on Saturday night. Well, my first playthrough, because I think I'll need to play it again at some point. I avoided spoilers, and reviews, and Games threads, etc. so I have only my specific runthrough to use as a baseline of analysis. That said, for me DE was about :
I don't feel like I could handle an RPG that honestly took on the themes of self-discovery, incapacity to make major changes in the world, being a cop, and being surrounded by sadness. If someone else could, good on ya: but having the character be a separate character from me, with an avatar on the screen, allowed me to maintain a little bit of emotional separation that I think would be harder in a pen-and-paper RPG style of play.
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# ? Nov 1, 2021 18:21 |
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I think that DE has enough significant factors that wanting to "do an RPG that's like DE" could mean too many different things to tackle alone. Does it mean violence-free detective work? Does it mean the alt-tech setting, or the bleak atmosphere? Does it mean the passive-heavy skill rolls or the skills-as-dialogue system? On top of that, it depends on a bunch of standards that aren't accepted in RPGs (such as repeated NPC dialog and save-and-restore).
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# ? Nov 1, 2021 19:40 |
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Does anyone know any good youtubers that talk about 40k stuff? I was watching these lore videos but then the guy started going on and on about time or whatever. I just want to listen to the history of the eldar and the eldar only I don't care about the humans or theories about how time works in that universe.
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# ? Nov 1, 2021 21:11 |
hyphz posted:I think that DE has enough significant factors that wanting to "do an RPG that's like DE" could mean too many different things to tackle alone.
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# ? Nov 1, 2021 22:27 |
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Nessus posted:I honestly think there is an enormous potential audience for violence-free, or at least violence-light, detective work style games. It is at least as prominent in our culture - if not orders of magnitude more so - and it isn't like you can't still have fighting in it. Isn't that Bubblegumshoe/maybe Mutant City Blues?
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# ? Nov 1, 2021 22:30 |
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Nessus posted:I honestly think there is an enormous potential audience for violence-free, or at least violence-light, detective work style games. It is at least as prominent in our culture - if not orders of magnitude more so - and it isn't like you can't still have fighting in it. You can run Gumshoe as combat minimal very easily. Characters are generally more Kim than Harry in Gumshoe tho.
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# ? Nov 1, 2021 22:40 |
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Nessus posted:I honestly think there is an enormous potential audience for violence-free, or at least violence-light, detective work style games. It is at least as prominent in our culture - if not orders of magnitude more so - and it isn't like you can't still have fighting in it. Absolutely, and I'd have said Gumshoe for that too, it's just unusual in an RPG because of a) the difficulty of keeping multiple people involved instead of just the single detective, and b) as mentioned, the fact that detective video games get away with a ton of unnatural stuff that wouldn't fly in an RPG.
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# ? Nov 1, 2021 22:55 |
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fool of sound posted:You can run Gumshoe as combat minimal very easily. Characters are generally more Kim than Harry in Gumshoe tho. It's impossible for Harry not to be an incredibly competent investigator, so both he and Kim are Gumshoe PCs like any others. The only actual difference is going to be that one of them is roleplayed as a barely-functioning alcoholic trainwreck of a person, and nothing in any Gumshoe game is stopping you from doing that.
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# ? Nov 2, 2021 00:02 |
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I always thought Spire would be a good base for Disco Elysium. Just replace the normal Resistances, with things like Divorced, Substance-Abuse, or Authority. Then when they build up too much Stress they run out the room crying or shoot a street urchin.
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# ? Nov 2, 2021 01:01 |
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Strom Cuzewon posted:I always thought that Spire/Sparkes by the Resistance would be a great system for DE. You could adapt the resistances into different parts of your wretched hangups - take 3 stress to Divorced, d6 stress to Substance Abuse. And the fallout system occasionally pushes you to do something embarrassing and stupid Strom Cuzewon posted:I always thought Spire would be a good base for Disco Elysium. Just replace the normal Resistances, with things like Divorced, Substance-Abuse, or Authority. Then when they build up too much Stress they run out the room crying or shoot a street urchin. I completely agree, though Resistance is right below Cortex Prime on my list of games I don't like to recommend lest they get lumped in with Fate /Savage Worlds/GURPS
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# ? Nov 2, 2021 01:59 |
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You'd need to tweak the skills, but yeah the base Resistance system, especially with the iterative improvements from Heart is a really cool framework for narrative driven games. Base Spire had a few rough spots I felt a bit more play in the wild, player feeeback, and seeing how other games addressed some 'tech issues' helped smooth over. I'd love to see a 2nd edition Spire that carries over some of those fixes while still remaining a unique enough beast. Like the stress system from Heart just flows so much better and is easier to explain to people.
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# ? Nov 2, 2021 02:14 |
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Just gave Spire a peep. Anyone played it? How’s it compare to Blades in the Dark? Mechanics look similar at a glance.
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# ? Nov 2, 2021 08:33 |
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Orc Priest posted:Does anyone know any good youtubers that talk about 40k stuff? I was watching these lore videos but then the guy started going on and on about time or whatever. I just want to listen to the history of the eldar and the eldar only I don't care about the humans or theories about how time works in that universe. I'm a big fan of the Oculus Imperia. https://www.youtube.com/c/OculusImperia In character, he's a historian commissioned by the reborn primarch to collate a true history of the Imperium, starting with the Unification Wars, the Legions and the Great Crusade, and the Heresy. In affect, the Oculus is calm, a true monastic type in a setting that is the opposite. I like the contradiction, and I like how easy he is to listen too. There's lots of solid information, some good commentary, and some wry humor. https://www.youtube.com/watch?v=9a41ftLFg_E
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# ? Nov 2, 2021 09:10 |
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I got intrigued by the Kickstarter for Mothership, a sci-fi horror game. A couple of years ago I heard about a similarly Alien-inspired RPG that was designed to be played in one-shots, and I remember that its main hook was the GM also plays as the spaceship's mainframe that turns from helpful to evil. I'm not sure if it ever actually came out, though. I think a guest on an episode of Plot Points was talking about it as an upcoming release from his publishing company. Edit: I did some digging and figured out that it was Airlock from Magpie Games, and it has yet to come out. Flip Yr Wig fucked around with this message at 19:51 on Nov 2, 2021 |
# ? Nov 2, 2021 19:46 |
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Anyone use the pro fantasy map making software? https://www.humblebundle.com/softwa..._softwarebundle
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# ? Nov 3, 2021 03:38 |
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ninjoatse.cx posted:Anyone use the pro fantasy map making software? It's pretty robust and there are a ton of tutorials for it, but the learning curve can be kind of steep depending on how fancy you want to get. Getting the specific symbol sets you might want can also be pricey, even after buying a bundle or two.
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# ? Nov 3, 2021 04:28 |
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ninjoatse.cx posted:Just gave Spire a peep. Anyone played it? How’s it compare to Blades in the Dark? Mechanics look similar at a glance. https://forums.somethingawful.com/showthread.php?threadid=3882764&pagenumber=1&perpage=40 It's a fun game, not as tight mechanically as Blades imo, and with the base rules PCs are a lot more fragile. The biggest weakness the base game seemed to have was not really having a good mechanic for longer term projects or stuff that requires multiple rolls, like say clocks which are easy enough to import. I also just loved how flavorful the classes are, with very few "so this is just your <typical RPG archetype>." For example the closest thing to say a paladin mechanically (high defense, intervenes to protect others, some healing magic) is a mutant half spider midwife. While the class with the most boring and generic name, the Knight, is actually a pub crawling hooligan that can always find a drink or trouble, but because of weirdness in the city charter, they still have the power of the law behind them.
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# ? Nov 3, 2021 09:00 |
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CitizenKeen posted:I completely agree, though Resistance is right below Cortex Prime on my list of games I don't like to recommend lest they get lumped in with Fate /Savage Worlds/GURPS I was writing that first one on the bus and could have sworn I gave up and never posted it.... (but Spire owns, and I wanna see more games do cool things with the system)
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# ? Nov 3, 2021 09:38 |
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Speaking of map software, I've been using rpgmap for my recent Hard Wired Island (cyberpunk) game. Anyone know a better map maker than that for real-world-esque games? Rpgmap is good but I'm always on the lookout for better stuff.
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# ? Nov 3, 2021 12:27 |
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Gort posted:Speaking of map software, I've been using rpgmap for my recent Hard Wired Island (cyberpunk) game. Anyone know a better map maker than that for real-world-esque games? Rpgmap is good but I'm always on the lookout for better stuff. It looked like one of the map packs in that pro fantasy bundle could draw modern stuff that looked like it couls come out of an old Thomas guide
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# ? Nov 3, 2021 18:06 |
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What other card games (CCG/TCG) had true asymmetry, other than Netrunner? I'm not talking Light Side vs. Dark Side factions, I'm talking different turn structure, different card types, different Victory conditions.
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# ? Nov 4, 2021 00:26 |
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CitizenKeen posted:What other card games (CCG/TCG) had true asymmetry, other than Netrunner? I'm not talking Light Side vs. Dark Side factions, I'm talking different turn structure, different card types, different Victory conditions. Aliens Predator from the 90s had Aliens, Marines, and Predators. They don't quite have different card types if you consider Alien/Marine/Predator character cards and Marine/Predator equipment to just be different variations of "Character" and "Equipment" but they had different starting conditions for each of the three groups and different win conditions. All three factions also used "Supporting Character" cards in different ways. For some context, the game had a map built from Location cards. You started with a pair of locations and could play additional locations to the left or right of your starting locations, forming a line that your characters can move between. Your starting locations are unique, but any other locations you play are considered to be the same as locations of the same type your opponent has played and you can use them to access your opponent's side of the field. You can spend time to search locations with your characters for Equipment and Supporting Characters cards that are in your hand and have tags matching tags on the location card. All factions can win by wiping out the opposition, and have a unique alternate win condition. Marines started with 4 Marine Characters of the player's choice, some basic Equipment, and the Docking Bay and Weapons Locker locations in play. They could spend time searching for extra Equipment in the weapons locker, and then set out to search for Supporting Characters. The Marines can evacuate Supporting Characters through the Docking Bay. The Marines win if rescue enough Supporting Characters. The Predator starts with a Predator Character of the player's choice, some basic equipment, and a Predator Ship and Docking Bay location. They can search their ship for more Equipment before heading out. Unlike Marine Characters and Equipment, the Predator versions have Honor values. Enemies that the Predator kills are worth Honor points. Supporting Characters are worth Honor but enemy Characters are worth even more. Once the Predator has acquired at least as much Honor as their Character and Equipment are worth, they can return to their ship and evacuate to win. The Alien starts with a Young Queen, a couple of Alien Warriors, a Breeding Chamber, and some other hived location that I can't remember. Aliens can't use Equipment, but they can search for Supporting Characters and use them to reproduce to make more Aliens. Aliens can spend time converting a non-hived location to a hived one. They win if they hive all map locations.
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# ? Nov 4, 2021 00:55 |
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I have never heard of this, and while I'm assuming it was busted and janky and unintuitive as all 90s CCGs were, that sounds rad.
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# ? Nov 4, 2021 00:58 |
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CitizenKeen posted:I have never heard of this, and while I'm assuming it was busted and janky and unintuitive as all 90s CCGs were, that sounds rad. It was all of those things and that's why it was awesome to me as a 12 year old!
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# ? Nov 4, 2021 01:08 |
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BattleMaster posted:Aliens Predator from the 90s [&c.] We loved playing this game, I don't know why my Predator deck didn't survive into the present with my other cards. Maybe it was the weird oversized deck boxes the game used (to keep dice and counters in, if memory serves) that didn't fit in my card box, who knows.
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# ? Nov 4, 2021 01:25 |
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CitizenKeen posted:I have never heard of this, and while I'm assuming it was busted and janky and unintuitive as all 90s CCGs were, that sounds rad.
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# ? Nov 4, 2021 01:47 |
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Splicer posted:You might enjoy the Alien and Predator Legendary Encounters games. Maybe, but I've been wondering about games with a deck construction component (as opposed to a deck building or board game).
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# ? Nov 4, 2021 02:13 |
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CitizenKeen posted:Maybe, but I've been wondering about games with a deck construction component (as opposed to a deck building or board game).
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# ? Nov 4, 2021 03:13 |
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It's a shame most of the CCG fad was before the innovation of selling precons you modify with the random boosters came out. A lot of those games would have really benefited from it. Hell, even games that came after it did dumb stuff like not in anyway distribute card types in a usable rarity. The WoW ccg might fit the list of asymmetric gameplay, but only in the raid mode, where one player controls a raid deck which as different setup, mechanics and turn order rules than the regular decks. Though the raid decks were entirely precons, only the player techs were actually customized and built.
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# ? Nov 4, 2021 03:21 |
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Shadowfist probably did the best pre-con decks. They were all absolutely playable and you could win with them against custom decks.
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# ? Nov 4, 2021 18:47 |
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It didn't help that Wizards of the Coast was contracted to do a number of CCG's but purposely made them bad or flawed so they wouldn't beat MtG. That may sound like a conspiracy theory but I believe it's been openly admitted by former devs and employees because original WotC doesn't exist anymore.
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# ? Nov 4, 2021 19:51 |
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CitizenKeen posted:What other card games (CCG/TCG) had true asymmetry, other than Netrunner? I'm not talking Light Side vs. Dark Side factions, I'm talking different turn structure, different card types, different Victory conditions. The Hunter faction in VtES was loving weird, didn't work like anything else, and cause all kinds of unforeseen rules interactions.
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# ? Nov 4, 2021 20:00 |
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# ? May 28, 2024 00:16 |
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RocknRollaAyatollah posted:It didn't help that Wizards of the Coast was contracted to do a number of CCG's but purposely made them bad or flawed so they wouldn't beat MtG. That may sound like a conspiracy theory but I believe it's been openly admitted by former devs and employees because original WotC doesn't exist anymore.
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# ? Nov 4, 2021 20:09 |