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1 year ago  ::  May 01, 2012 - 10:44AM #31
halvgrim
Date Joined: Jan 12, 2012
Posts: 448
I like a game that offer choices, and that requires a certain degree of complication. But the complicated rules are not a goal. They are a necesary evil

I am not a historian of board games, but I think that the European board game companies won market share because they has managed to create board games with tactical decissions and simple rules. In other words they achieved the goal of creating an interesting game and avoided the evil of complicated rules.

I would love to see WOTC change D&D in a similar fashion. They could go through the rules and remove the ones that slow the game down without adding interesting choices. That could lead to a very nice game.

I would like to get rid of stuff like individual initiative, counting squares, and Vancian spell preparation. I use to categorize myself as a simulationist, but I also want a smooth and speedy game experience. There is no need to have complication for the sake of complication.

But of course we all have different wishes for 5ed..
DISCLAIMER: I never played 4ed, so I may misunderstand some of the rules.
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1 year ago  ::  May 01, 2012 - 10:58AM #32
Jharii
Date Joined: May 3, 2008
Posts: 6,136

May 1, 2012 -- 10:44AM, halvgrim wrote:

I am not a historian of board games, but I think that the European board game companies won market share because they has managed to create board games with tactical decissions and simple rules. In other words they achieved the goal of creating an interesting game and avoided the evil of complicated rules.


Just a bit of an addendum here...

Euro style games have become very popular, but these are not referencing European companies necessarily, just the style of game (the Euro).  Europe made this game style popular, but American game companies have been extremely successful producing Euros.  Also, that is not to say that Ameritrash games are not rabidly successful.  Fantasy Flight Games is notorious for its Ameritrash, and it's amongst the top producers in board games.

Reflavoring: the change of flavor without changing any mechanical part of the game, no matter how small, in order to fit the mechanics to an otherwise unsupported concept.
Retexturing: the change of flavor (with at most minor mechanical adaptations) in order to effortlessly create support for a concept without inventing anything new.
Houseruling: the change, either minor or major, of the mechanics in order to better reflect a certain aspect of the game, including adapting the rules to fit an otherwise unsupported concept.
Homebrewing: the complete invention of something new that fits within the system in order to reflect an unsupported concept.

Default module =/= Core mechanic.
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