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Full Power To The Plasma Cannons: Demoing Starfinder Combat At The UK Games Expo
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<blockquote data-quote="Winghorn" data-source="post: 7717641" data-attributes="member: 6875328"><p>I would say there are a few things that separate even a grid-based RPG from a boardgame. The biggest, perhaps, is that RPGs give you much bigger scope for non-obvious solutions - dropping a chandelier on a foe rather than attacking them, or stealing some guard uniforms and trying to bluff your way through the dungeon. I wouldn't attempt to score a few extra points in <em>Settlers of Catan </em>by infecting my sheep with mange before trading them away, however, and even in semi-RPGs like <em>Mice & Mystics </em>you're still expected to stick to the conventional actions in the book.</p><p></p><p>As I said, there's a chance this may become less established once the full game comes out, but for now it feels more you're choosing from a list of options each turn rather than deciding what to do and then working out how that best fits in with the rules. This isn't a bad thing - the battle was still enjoyable - but it does feel different.</p><p></p><p>On the thought of turns, a big part of it was the turn structure being divided up into separate phases - engineering, movement, combat. Again, this just makes it feel much more like a boardgame than a conventional RPG.</p><p></p><p>In terms of games I would compare it to, I would guess <strong>Battlefleet Gothic </strong>and <strong>Star Wars: Armada.</strong></p></blockquote><p></p>
[QUOTE="Winghorn, post: 7717641, member: 6875328"] I would say there are a few things that separate even a grid-based RPG from a boardgame. The biggest, perhaps, is that RPGs give you much bigger scope for non-obvious solutions - dropping a chandelier on a foe rather than attacking them, or stealing some guard uniforms and trying to bluff your way through the dungeon. I wouldn't attempt to score a few extra points in [I]Settlers of Catan [/I]by infecting my sheep with mange before trading them away, however, and even in semi-RPGs like [I]Mice & Mystics [/I]you're still expected to stick to the conventional actions in the book. As I said, there's a chance this may become less established once the full game comes out, but for now it feels more you're choosing from a list of options each turn rather than deciding what to do and then working out how that best fits in with the rules. This isn't a bad thing - the battle was still enjoyable - but it does feel different. On the thought of turns, a big part of it was the turn structure being divided up into separate phases - engineering, movement, combat. Again, this just makes it feel much more like a boardgame than a conventional RPG. In terms of games I would compare it to, I would guess [B]Battlefleet Gothic [/B]and [B]Star Wars: Armada.[/B] [/QUOTE]
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Full Power To The Plasma Cannons: Demoing Starfinder Combat At The UK Games Expo
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