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Bottom Liner posted:You can just not play with the bioterrorist role though, so it's a non-issue. That's pretty much universally true for all things Pandemic: its modularity means that there's little reason to avoid or wait buying the expansions. Mixing and matching the parts ends up being just another way to tune the difficulty outside of the rather crude cart count.
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# ¿ May 30, 2015 18:53 |
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# ¿ May 14, 2024 05:25 |
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Stelas posted:It says something about Wil's enthusiasm for the whole thing if he can't be hosed to pick up a small booklet between recording sessions or prepare in any way. I some weird, masochistic way, I would love to see them do Mage Knight. It would be gloriously horrific.
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# ¿ Jun 19, 2015 02:41 |
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Gutter Owl posted:Okay, enough of this nonsense. I don't particularly like Table Top, but y'all have clearly never worked on video production. I have, and I do. And let me tell you. Lottery of Babylon posted:If you cannot successfully play five board games in one day while making a TV show, then you should not make a TV show that features you playing five board games in one day. Beyond that, looking at the live plays and the (not-actually-)unedited runs they've produced, the difference between those and the regular shows is shockingly small, to the point where the concerns you list don't seem like something they're all that concerned about. Sure, there's more editing and graphical aids in the proper productions, but the rest is about as lackadaisical no matter what. Tippis fucked around with this message at 07:24 on Jun 19, 2015 |
# ¿ Jun 19, 2015 07:17 |
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Gutter Owl posted:The point is stupid. One person can't do a medium-production TV show by themselves. This is why TV shows are made by crews. This was a crew failure. How does that in any way make the point stupid? You're saying pretty much the exact same thing.
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# ¿ Jun 19, 2015 07:28 |
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Gutter Owl posted:If the point is "Wil Wheaton shouldn't make a TV show if he can't do everything himself," then no one should make any TV shows ever. The point is that Tabletop is very obviously biting off more than they can chew, and rather than addressing the problem, there seems to be a lot of mud-slinging and blame-gaming going on.
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# ¿ Jun 19, 2015 07:34 |
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ETB posted:Watching Tabletop play Legendary... It's basically cooperative Ascension, huh? Depends… did they get the rules right?
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# ¿ Jul 2, 2015 23:12 |
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Paper Kaiju posted:Even if we submit to Bottom Liner's hypothesis that games being unwinnable can still be good, there are plenty of other reasons why Zombicide is bad. Basically, the notion that it could be good in spite of being unwinnable collapses in on itself completely once you realise how poorly Zombicide implements that state. There's a distinct difference between a game that can end up in an unwinnable state due to a series of unfortunate events and decisions, and one that randomly becomes unwinnable on turn 1 without any input or interaction from the players. If you can look at the board at the end of turn one and determine that the best thing to do is to restart the game because it's already a foregone conclusion that you will have to do so in half an hour anyway, the game is fundamentally broken.
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# ¿ Jul 11, 2015 14:24 |
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homullus posted:My favorite episode is in fact the one where the nameless crew died when their junk ship was obliterated by asteroids. Meh. Close enough to “Our Mrs. Reynolds”.
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# ¿ Aug 1, 2015 22:35 |
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thespaceinvader posted:Get Galaxy Trucker, play Galaxy Trucker whilst watching Firefly.
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# ¿ Aug 1, 2015 23:30 |
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What the hell is this?! https://boardgamegeek.com/boardgame/1/die-macher I guess this is a sign to so I can at least be the equivalent of something I've heard of.
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# ¿ Aug 7, 2015 01:50 |
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Gutter Owl posted:Ugh, I'm all the way down to Russian Railroads. Gotta step up my shitposting game. I thought we could just all point and laugh at this cruel fate: StashAugustine posted:oh goddamit I'm Dead of Winter Wait, how is DoW that high up?!
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# ¿ Aug 7, 2015 01:57 |
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TastyLemonDrops posted:The Tash Kalar box itself is also kinda ludicrous. It's the same size as Space Alert and Galaxy Trucker. It's just Vlaada-sized, ok?
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# ¿ Aug 11, 2015 15:47 |
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Tekopo posted:I played Sherlock Holmes: Consulting Detective and it was good but the scoring is beyond bullshit and it makes me really wonder what the designers were smoking. Considering the era in which it was designed, most probably copious amounts of cocaine. Tekopo posted:It isn't even possible to find out the answers to all of those questions in 4 moves so I dunno what the gently caress you are supposed to do.
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# ¿ Aug 23, 2015 23:57 |
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Mojo Jojo posted:I'm concerned none of these ideas involve roll to move mechanics …using a dice deck, where you can buy booster packs to build a better deck.
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# ¿ Aug 29, 2015 06:40 |
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Cocks Cable posted:Okay, so Exploding Cthulhu Zombies You have a rectangular board with spaces all along the outside that form a spiral that leads to the end space. You roll a d6 to move your intricately detailed miniature. The space you land on tells you which card deck to draw from, zombies or cthulhu. But watch out! You might draw an exploding card which means you're knocked backed 2d6 spaces and have to discard 1d6 cards worth of equipment and spells. Only the most skilled players will avoid drawing that card. After you're done fighting some zombies or elder gods by rolling dice according to your fight and spell stats, you can trade with all the other players for resources to build your kingdom. But watch out! One of them is a traitor. They may pass you an infection card which means you're now on the traitorous Werewolf team. Once one player gets to the end space, they can fight Zombified Cthulhu and seize the Fedora of Command. But watch out! You need to roll double sixes to dodge his special attack which sends you back to the starting space. Player elimination is too good for those who dare to challenge Cthulhu. I see no monetisation through booster packs. Also, you did not describe the game as “fun”. 3/10. Tippis fucked around with this message at 07:28 on Aug 29, 2015 |
# ¿ Aug 29, 2015 07:25 |
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Countblanc posted:Weird request, but does anyone have a link to SU&SD talking about playing board games (or Netrunner in particular) in more "mainstream" or less nerdy situations/environments? Either a blog post or video works. I know Quinns developed a Netrunner scene in London by hosting events at local pubs, something like that would be great, or even just one of their videos where they engage a game in a particularly welcoming way. I'm writing a brief piece on defying cultural stereotypes, and I think SU&SD, for all their faults, actually does a good job of addressing the idea that these nerd cliches need not apply to tabletop games. The closest I can think of off the top of my head is intro to boardgaming, but that's more about how the stereotypes about games aren't true any more.
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# ¿ Sep 4, 2015 03:40 |
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BonHair posted:I got myself an iPad at long last. What games do I want? I want something that has a lot of replay, AI and doesn't take too much concentration. I really loved Star Realms for this actually, but it's gotten old. So far I've got Forbidden Island, which is cool enough, but I can see myself wanting variation from it at some point. Also it crashes whenever I win :/ Seconding Agricola as just an excellent digital version, with meh AI. I'd also say Galaxy Trucker. The ability to do the build phase turn-based makes it possible to play it whenever, and the SP-campaign mode is a really neat addition.
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# ¿ Sep 18, 2015 19:17 |
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thespaceinvader posted:Firefly is a terrible game. I've actually written a long review of WHY it's a terrible game which I will be posting on my blog when I eventually decide I'm happy to link people to my blog. It really shouldn't be hard to make one, and make it closer to the series too. A mix of Archipelago and Sheriff of Nothingham (with a more sensible smuggling mechanic): everyone tries to trade/smuggle goods across the 'verse; an Alliance player tries to stop crime; one player may also be tasked with getting the Tams from point A to point B. If the Alliance player finds them, he wins; if the Tam smuggler finishes the transit in time, he wins; if not, the best smuggler wins. Or some such.
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# ¿ Sep 24, 2015 22:10 |
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Soothing Vapors posted:Oh Kickstarter miniatures games, will you ever stop being hilarious That's eerily similar to how I always imagined the midsummer putty of Vogon ode fame would look.
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# ¿ Sep 28, 2015 16:16 |
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Evil Mastermind posted:I recently had a chance to play Fortune and Glory and Touch of Evil... Yes. As much as one might accuse FFG of being glossmongers, Flying Frog is the epitome of style of substance. All their games follow the same pattern: unbalanced, overly-complex, randomfests trying desperately to convey theme through the use of bad photoshops of their friends and medium-sized OPEC country worth of plastic tokens, but failing to do so since nothing coherent has even the slightest chance of arising out of the huge mess you pour onto the table.
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# ¿ Nov 16, 2015 19:14 |
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Evil Mastermind posted:I don't know if I'd say they felt unbalanced, but yeah it's all drawing cards for a deck to see which deck you draw from to roll dice against other dice. The only choices I felt I had was where to move to on the map, which determined which of the dozen decks of cards I drew from. Fortune & Glory felt worse for this than ToE (which we played with the two expansions) because at least when you failed at something in ToE your next turn wasn't locked into a second iteration of the thing you failed at. The imbalance is often more a knock-on effect of the randomness. If you've read the story about how the Robinson Crusoe designer was critiqued by Vlaada, where the macro-scale statistical balance in the original design was shown to fail to serve its purpose, it's pretty much the same thing here. I'm sure that, on the whole, there are (roughly) the right blend of cards and actions and challenges to fit every character in, say, F&G. But games aren't played “on the whole.” Instead, there will be a specific combination of characters and they will randomly encounter a specific set of cards and challenges. There is absolutely nothing to say that the two will match or even remotely represent the intended balance and difficulty. So you end up with one session where one character succeeds at everything, because it's the right character for the right cards being drawn, and everyone else gets slapped around horribly; or you end up with turns that will not end because everyone draws beneficial and easily accomplished tests — everyone's consistently successful, and it takes an hour to go one round around the table. They never have any mechanics to control for these mismatches, or perhaps more accurately, they do not have the restraint to limit the number of combinations so that those mismatches don't occur to begin with. The philosophy is always that more is better and the horrible outcomes are glossed over as “narratively or thematically appropriate”, even when it's infinitely more likely that they don't make any sense at all (I'm looking at you, Saharan ice-caves).
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# ¿ Nov 16, 2015 20:18 |
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Tekopo posted:Quinns wants a Space Alert with simplified rules But… How… Whaa? The rules are dead simple. It's just the actual game that is hard.
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# ¿ Dec 9, 2015 17:04 |
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DStecks posted:I like Betrayal at House on the Hill and based on comments from other threads I'm about to be told why I'm wrong. Liking bad games is a-ok — no pleasure is greater than a guilty one. What's frowned upon is thinking bad games are good just because you like them.
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# ¿ Dec 11, 2015 02:12 |
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Big McHuge posted:Actually according to the long-winded comment section of SU&SD, bad design is subjective and even if it wasn't it's a-ok as long as you have fun! That tells you quite a lot about the SU&SD comment section and the value of its statements.
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# ¿ Dec 11, 2015 09:41 |
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# ¿ May 14, 2024 05:25 |
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Speaking of, they seem to have been largely overshadowed by the release of Legacy, but how are all the other expansions and off-shoots from (regular) Pandemic that have been released lately?
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# ¿ Dec 20, 2015 22:07 |