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Games you were turned off of and why
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<blockquote data-quote="Teflon Billy" data-source="post: 2762664" data-attributes="member: 264"><p>Man...I don't understand how anyone can read <strong>The World of Synnibarr</strong> and come away hating it.</p><p></p><p>I mean, it is certainly an odd duck--a unapologetic kitchen-sink powergamer's wet dream--but the love and enthusiasm of the Author for the Project really leap off the page at you<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Is it playable? Probably not.</p><p></p><p>Would I like to play it? Definitely<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Anyway, the game turned me off was <strong>Nobilis</strong>. It got quite the tsunami of good press over at RPG.net (which, honestly, should've been my first clue), and the pre-release commetary on it gave the impression that the PC's were going to be "Godlings" who were something akin to The Enfdless from the Sandman comics. So far, so good.</p><p></p><p>Then we played.</p><p></p><p>It was basically just nonsensical. Firstly, a whole ton of <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> was required regarding your "home base" and your "boss", and you did play some manner of "otherwordly superpower", but the effects of it were so varied in their utility and reliability (our God of Rage expended most of his power attempting unsuccessfully to get a fussy baby to throw a temper tantrum) as to be useless.</p><p></p><p>The game world itself was just atsy-fartsy gibberish, akin to the "jargon-fest" that was the Old World of Darkness, but without all of the charm and "ease of connection to the matrial" for the players.</p><p></p><p>Also--and inexplicably--most of the specific terminology used in the game was based on...flowers (the Game Master for instance was called <strong>the Hollyhock God</strong> for reasons never adequately explained).</p><p></p><p>The whole thing was just non-fun dog's breakfast of bad ideas coupled in perfect harmony with poor mechanical execution.</p><p></p><p>I'm pretty certain RPG.net still loves it though<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Teflon Billy, post: 2762664, member: 264"] Man...I don't understand how anyone can read [b]The World of Synnibarr[/b] and come away hating it. I mean, it is certainly an odd duck--a unapologetic kitchen-sink powergamer's wet dream--but the love and enthusiasm of the Author for the Project really leap off the page at you:) Is it playable? Probably not. Would I like to play it? Definitely:) Anyway, the game turned me off was [b]Nobilis[/b]. It got quite the tsunami of good press over at RPG.net (which, honestly, should've been my first clue), and the pre-release commetary on it gave the impression that the PC's were going to be "Godlings" who were something akin to The Enfdless from the Sandman comics. So far, so good. Then we played. It was basically just nonsensical. Firstly, a whole ton of :):):):):):):):) was required regarding your "home base" and your "boss", and you did play some manner of "otherwordly superpower", but the effects of it were so varied in their utility and reliability (our God of Rage expended most of his power attempting unsuccessfully to get a fussy baby to throw a temper tantrum) as to be useless. The game world itself was just atsy-fartsy gibberish, akin to the "jargon-fest" that was the Old World of Darkness, but without all of the charm and "ease of connection to the matrial" for the players. Also--and inexplicably--most of the specific terminology used in the game was based on...flowers (the Game Master for instance was called [b]the Hollyhock God[/b] for reasons never adequately explained). The whole thing was just non-fun dog's breakfast of bad ideas coupled in perfect harmony with poor mechanical execution. I'm pretty certain RPG.net still loves it though:) [/QUOTE]
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