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Reposting from last thread, cause i'm still interested in responses:Asymmetrikon posted:Apropos of nothing, I've a question for you all: what are your dream features for a virtual tabletop program (like MapTool or Roll20)? What would make your life easier as a DM or player? If you were to have a scriptable, moddable VTT, what would you want to be able to mess around with?
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# ¿ Sep 1, 2014 03:43 |
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# ¿ Apr 23, 2024 07:59 |
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Well, given the current board game renaissance, now's the perfect time to get into them. (buy vlaada)
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# ¿ Sep 2, 2014 01:49 |
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Hugoon Chavez posted:I'm not saying it's a great game, but it's cheap and super easy to just shuffle the deck and have fun with it.
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# ¿ Sep 11, 2014 17:05 |
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Generic Octopus posted:Eh, it's like 20-30 bucks for the one box. Compare to like, 80 for things like Ticket to Ride I... what? Ticket to Ride is like, $50 max.
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# ¿ Sep 11, 2014 17:54 |
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Generic Octopus posted:Everywhere I've seen it has had it at 70 minimum, one store had it at 85. http://www.amazon.com/Days-of-Wonder-DOW-7201/dp/0975277324/
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# ¿ Sep 11, 2014 17:59 |
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Does Hanabi count as a card game? Doesn't matter, you should buy Hanabi.
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# ¿ Sep 11, 2014 20:14 |
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Well, older games tended to be more... loosely constructed, in a way. Individual rules were easier to peel off because systems tended to be sort of conglomerates of disconnected subsystems, and it wasn't terribly hard to ignore stuff you didn't like, cause it really didn't affect any of the other parts of the game. Nowadays, there's a tendency to more tightly design games as wholes made up of interacting parts, so it's harder to take a part out without disturbing the workings of the other subsystems.
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# ¿ Sep 13, 2014 05:22 |
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BrainParasite posted:I've always been curious about this. Was old school D&D really as modular as the OSR claims or did the subsystems interact in subtle refined ways but everybody just ignored them and did whatever? Well, if the stories are to be believed, D&D developed each of its little parts individually when Gygax was confronted with a new game situation that didn't fall under any of the rules that were already established (or at least, the set of rules that the players remembered at the time.) I'd doubt that the subsystems interacted in 'subtle, refined ways' - even newer RPGs can't manage that very well, and they actually attempt to have some kind of unifying system, unlike D&D.
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# ¿ Sep 13, 2014 06:04 |
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Unless it got a hell of a lot better, when we tried it it wasn't very good. Which really sucks, it's a neat idea in theory. e: referring to Storium
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# ¿ Sep 19, 2014 21:28 |
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# ¿ Apr 23, 2024 07:59 |
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That's kind of the trad games watchword, there.
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# ¿ Sep 24, 2014 05:42 |