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Staring Directly Into the Invisible Sun -- A Review
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<blockquote data-quote="Henry" data-source="post: 7764947" data-attributes="member: 158"><p>Given what I read of Monte Cook's pitch during the original Kickstarter, I believe a less resource intensive version of the game would defeat the purpose of the game. His original stated intent was to produce a serious premium product, much in the vein of like the TSR boxed sets of old, but even more premium that those. Much like someone can produce a Bic pen for 50 cents, or a Gold- and Platinum- plated pen that was engineered for premium balance while holding and writing for $1,000.00, this was the latter while current gaming products are the former. Note that even now, other companies are getting into this (such as the Beadle and Grimm's Waterdeep stuff in partnership with WotC, or the MInd Flayer and Red Dragon trophies from Wizkids), whereas this was one of the pioneer products of that movement. I don't remember very many 'top shelf' gaming items in the public eye prior to this one.</p><p></p><p>I am glad it was successful for him, but I was surprised at the time that he didn't do this sort of thing with his existing games Numenera or The Strange, and decided to do it with a completely different game system. In either case, the point is to require the top-shelf components to play the game, and make them worth it by making a great play experience.</p><p></p><p>It's not really for me, either, but it's one of those things where Monte has turned out so much top-quality work over the years, that his name is the primary draw to owning something like this; either you trust that Monte is such a darned good designer that he will deliver a quality experience with this premium product, or you don't and need to be further sold on the game itself, in which case it's probably not worth it to you. Games like Descent are fantastic looking, but still aren't worth it to me, which is not a knock on the quality of the game (it's really fun!), it's just that I don't place enough value on games with premium components.</p></blockquote><p></p>
[QUOTE="Henry, post: 7764947, member: 158"] Given what I read of Monte Cook's pitch during the original Kickstarter, I believe a less resource intensive version of the game would defeat the purpose of the game. His original stated intent was to produce a serious premium product, much in the vein of like the TSR boxed sets of old, but even more premium that those. Much like someone can produce a Bic pen for 50 cents, or a Gold- and Platinum- plated pen that was engineered for premium balance while holding and writing for $1,000.00, this was the latter while current gaming products are the former. Note that even now, other companies are getting into this (such as the Beadle and Grimm's Waterdeep stuff in partnership with WotC, or the MInd Flayer and Red Dragon trophies from Wizkids), whereas this was one of the pioneer products of that movement. I don't remember very many 'top shelf' gaming items in the public eye prior to this one. I am glad it was successful for him, but I was surprised at the time that he didn't do this sort of thing with his existing games Numenera or The Strange, and decided to do it with a completely different game system. In either case, the point is to require the top-shelf components to play the game, and make them worth it by making a great play experience. It's not really for me, either, but it's one of those things where Monte has turned out so much top-quality work over the years, that his name is the primary draw to owning something like this; either you trust that Monte is such a darned good designer that he will deliver a quality experience with this premium product, or you don't and need to be further sold on the game itself, in which case it's probably not worth it to you. Games like Descent are fantastic looking, but still aren't worth it to me, which is not a knock on the quality of the game (it's really fun!), it's just that I don't place enough value on games with premium components. [/QUOTE]
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