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Krynn Returns: A Preview of Dragonlance
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<blockquote data-quote="Ibrandul" data-source="post: 8820960" data-attributes="member: 6871736"><p>Yeah, it’s clearly not meant to be played over and over again—but that doesn’t mean it’s just an accessory to the RPG adventure. I think it’s likely to be an excellent game in its own right.</p><p></p><p>Rob Daviau, codesigner of Warriors of Krynn, is a great designer and one of the most influential board game designers alive. (Baker, other codesigner, has made some all-time classics too.) Daviau more or less single-handedly invented the “legacy” approach to board gaming with his game Risk Legacy, and legacy games are now wildly popular. Most games in this category are literally unplayable after the first campaign, because you have to destroy or permanently alter components in the course of play. Some games work like this but remain “resettable,” meaning that no components are actually destroyed or permanently altered in the course of play, so that they are technically replayable or at least can be resold or passed to a friend after the original players have completed the game; it sounds like Warriors of Krynn is going to be this type of game rather than a true “legacy game,” for which I’m grateful. In a few other examples (e.g., Charterstone, My City, etc.) you permanently alter the game components over the course of the campaign but at the end you are left with an infinitely replayable “customized” game.</p><p></p><p>Whether resettable or “customizable,” I seldom hear of anyone electing to replay such a game after the first run-through, because most people just move on to the next entertainment. But the games remain hugely popular despite their “consumable” nature, in large part for some of the same reasons that people love RPGs: the feeling of progression as a group and as individual characters over the course of a campaign; designers are able to throw curveballs and add innovations and build complexity as the campaign progresses; and an unpredictable, rich narrative can be constructed along the way, including branching paths based on player decisions and the outcomes of each game session. That means melding such a board game, which already activates some of the best qualities of an RPG, with an actual RPG, is at the very least an intriguing experiment, and at best may prove to be a major moment in game design.</p><p></p><p>TLDR: One-time-through campaign board games are all the rage. This one is particularly interesting <em>because</em> it can integrate with the RPG, but there are good reasons to believe the board game will be a worthwhile game on its own (primarily the designers’ pedigree).</p></blockquote><p></p>
[QUOTE="Ibrandul, post: 8820960, member: 6871736"] Yeah, it’s clearly not meant to be played over and over again—but that doesn’t mean it’s just an accessory to the RPG adventure. I think it’s likely to be an excellent game in its own right. Rob Daviau, codesigner of Warriors of Krynn, is a great designer and one of the most influential board game designers alive. (Baker, other codesigner, has made some all-time classics too.) Daviau more or less single-handedly invented the “legacy” approach to board gaming with his game Risk Legacy, and legacy games are now wildly popular. Most games in this category are literally unplayable after the first campaign, because you have to destroy or permanently alter components in the course of play. Some games work like this but remain “resettable,” meaning that no components are actually destroyed or permanently altered in the course of play, so that they are technically replayable or at least can be resold or passed to a friend after the original players have completed the game; it sounds like Warriors of Krynn is going to be this type of game rather than a true “legacy game,” for which I’m grateful. In a few other examples (e.g., Charterstone, My City, etc.) you permanently alter the game components over the course of the campaign but at the end you are left with an infinitely replayable “customized” game. Whether resettable or “customizable,” I seldom hear of anyone electing to replay such a game after the first run-through, because most people just move on to the next entertainment. But the games remain hugely popular despite their “consumable” nature, in large part for some of the same reasons that people love RPGs: the feeling of progression as a group and as individual characters over the course of a campaign; designers are able to throw curveballs and add innovations and build complexity as the campaign progresses; and an unpredictable, rich narrative can be constructed along the way, including branching paths based on player decisions and the outcomes of each game session. That means melding such a board game, which already activates some of the best qualities of an RPG, with an actual RPG, is at the very least an intriguing experiment, and at best may prove to be a major moment in game design. TLDR: One-time-through campaign board games are all the rage. This one is particularly interesting [I]because[/I] it can integrate with the RPG, but there are good reasons to believe the board game will be a worthwhile game on its own (primarily the designers’ pedigree). [/QUOTE]
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