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Blood and Space
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<blockquote data-quote="Vigilance" data-source="post: 617658" data-attributes="member: 4275"><p><strong></strong></p><p><strong></strong></p><p><strong>Well I agree that the game should have rules for space stations and large ships. In fact the game *has* such rules, and rules for planetary bases. You might disagree (as Jeremy does) at how well the rules handle such things, but there ARE rules for them.</strong></p><p><strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong>I can't wait to see it, and all comments that people make will be seriously looked at, and taken into account, before the final changes are made for printing. </strong></p><p><strong></strong></p><p><strong></strong></p><p></p><p>Well I agree that you could include rules for mecha also. In fact I considered it. But decided at one point that enough was enough. Editing and playtesting the rules was becoming a serious issue, and you can't really see how everything fits until you stop the design process. </p><p></p><p>In some respects I agree with Jeremy's statement in his review that some of the games problems are caused by its scope. I dont think we tried to do too much, but I do think the more you try to encompass in a game, the harder playtesting becomes.</p><p></p><p>Again I'd like to thank everyone who has given input on the game (both here and in email to me). It's all very helpful and is being looked at VERY seriously before the product goes print.</p></blockquote><p></p>
[QUOTE="Vigilance, post: 617658, member: 4275"] [B] Well I agree that the game should have rules for space stations and large ships. In fact the game *has* such rules, and rules for planetary bases. You might disagree (as Jeremy does) at how well the rules handle such things, but there ARE rules for them. I can't wait to see it, and all comments that people make will be seriously looked at, and taken into account, before the final changes are made for printing. [/B] Well I agree that you could include rules for mecha also. In fact I considered it. But decided at one point that enough was enough. Editing and playtesting the rules was becoming a serious issue, and you can't really see how everything fits until you stop the design process. In some respects I agree with Jeremy's statement in his review that some of the games problems are caused by its scope. I dont think we tried to do too much, but I do think the more you try to encompass in a game, the harder playtesting becomes. Again I'd like to thank everyone who has given input on the game (both here and in email to me). It's all very helpful and is being looked at VERY seriously before the product goes print. [/QUOTE]
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