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RPGs And Eurostyle Games: When Opposites Attract
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<blockquote data-quote="billd91" data-source="post: 7749717" data-attributes="member: 3400"><p>Too much of this article seems to be differences in search of something actually important.</p><p></p><p></p><p></p><p> </p><p></p><p></p><p></p><p>Britannia may not be a Eurogame, but I can see how people label it one. Players don't get eliminated because new historical periods bring more cultures on board, replenishing their hold on parts of the board. Winning is by a scoring mechanism and a player's strategies will change from historical period to historical period as the cultures they score with have different goals. There are balancing mechanisms in the size of the cultures that vary with different periods so each player has the potential to have some big scores. The main difference is the fact that the player tokens are in direct competition with each other. So, I can definitely see the mistake. It definitely matches some frequent descriptors.</p><p> </p><p></p><p></p><p>Kind of an over-broad characterization - maybe even a mischaracterization. The number of times you can actively screw your opponents in parallel play/multiplayer solitaire is actually pretty high in many of the iconic Eurogames. In fact, doing so will probably be key to winning the game. You're just not <strong>directly</strong> taking resources away from each other as often as in a war game.</p><p> </p><p></p><p></p><p>Unless you're playing a big campaign wargame like Red Barricades for ASL, isn't this really true of all board games vs RPGs? They have an objective - they have a limited time frame. This isn't a uniquely Eurogame thing at all.</p><p> </p><p></p><p></p><p></p><p>Again, I think we're looking at board game vs RPG thing here in general, not so much Eurogame - unless real war conflict involved someone comparing unit power factors, reducing it to a ratio and rolling a couple of dice on a table to determine who destroys each other's units or forces them to rout as you do in MANY non-Euro war games. I certainly don't drive my car around my Life in an inexorable path to the poor house or tycoon manor either. </p><p></p><p>I also think generic games, whether GURPS, Hero, or Fate tend to undermine this as well since they're abstracted with themes tacked on as well.</p><p> </p><p> </p><p></p><p></p><p>This is probably the worst generalization of the lot. There's plenty of crossover. I doubt it's even significantly different than the crossover between RPGers and pre-Eurogamers of earlier generations. If I expected to see a trend related to the differences in Eurogames vs other board games, I'd expect more crossover because I'd expect the players who don't like the more direct competition of traditional wargames would prefer both cooperative RPGs and less directly competitive Eurogames.</p></blockquote><p></p>
[QUOTE="billd91, post: 7749717, member: 3400"] Too much of this article seems to be differences in search of something actually important. Britannia may not be a Eurogame, but I can see how people label it one. Players don't get eliminated because new historical periods bring more cultures on board, replenishing their hold on parts of the board. Winning is by a scoring mechanism and a player's strategies will change from historical period to historical period as the cultures they score with have different goals. There are balancing mechanisms in the size of the cultures that vary with different periods so each player has the potential to have some big scores. The main difference is the fact that the player tokens are in direct competition with each other. So, I can definitely see the mistake. It definitely matches some frequent descriptors. Kind of an over-broad characterization - maybe even a mischaracterization. The number of times you can actively screw your opponents in parallel play/multiplayer solitaire is actually pretty high in many of the iconic Eurogames. In fact, doing so will probably be key to winning the game. You're just not [b]directly[/b] taking resources away from each other as often as in a war game. Unless you're playing a big campaign wargame like Red Barricades for ASL, isn't this really true of all board games vs RPGs? They have an objective - they have a limited time frame. This isn't a uniquely Eurogame thing at all. Again, I think we're looking at board game vs RPG thing here in general, not so much Eurogame - unless real war conflict involved someone comparing unit power factors, reducing it to a ratio and rolling a couple of dice on a table to determine who destroys each other's units or forces them to rout as you do in MANY non-Euro war games. I certainly don't drive my car around my Life in an inexorable path to the poor house or tycoon manor either. I also think generic games, whether GURPS, Hero, or Fate tend to undermine this as well since they're abstracted with themes tacked on as well. This is probably the worst generalization of the lot. There's plenty of crossover. I doubt it's even significantly different than the crossover between RPGers and pre-Eurogamers of earlier generations. If I expected to see a trend related to the differences in Eurogames vs other board games, I'd expect more crossover because I'd expect the players who don't like the more direct competition of traditional wargames would prefer both cooperative RPGs and less directly competitive Eurogames. [/QUOTE]
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