Risk Legacy

GSHamster

Adventurer
Way cool: Designer Notes | Risk Legacy | BoardGameGeek

The design started with an attempt to make a game decision matter, to up the ante, to maybe make you sweat a bit before you do something. We all make plenty of decisions every day. Many are meaningless. Some stay with us forever. We all have the girl (or boy) who got away, the job we should or shouldn’t have taken, the night out that ended badly, the girl (or boy) we should’ve let get away. We can move on from these or try to atone or learn from them or even enjoy who we are because of them, but there’s one thing we can’t do: we can’t take them back. There are no do overs in life. Some decisions just make you who you are.

This led us to wondering why games always have to reset. Why are they a medium that always goes back to start? Movies and books are static forms of entertainment meant to be viewed but not altered. Games, by nature, demand that the user create the experience. We wanted to push that boundary to have lasting effects. Now you really create the experience. This game is not art to be hung on a wall but a leather jacket to be worn around until it has its own unique story.

It is one thing to play a card in a game to gain an advantage. It is entirely different to play a card and then rip it up, banning it from the game forever (I know that none of you will actually rip it up). Or to mark a territory that will change its destiny from here on out. It’s a different decision process. How important is that card now? Will it be more important in a future game? Will you have it then? Is this the time? Is it worth it?
 

log in or register to remove this ad


Very interesting idea. I know a lot of those types of games really seem to be just on the edge of being able to be run as a campaign, rather than one-offs.

This is a sort of permant way of recording the campaign.
 

Next up: Permanent Risk. Where every decision is recorded on the battlefield. After five years the board looks like an actual postapocalyptica, the play area is littered with piles of dead reinforcement cards, and the oceans are on fire. ;)

Kidding aside, it does sound interesting.
 

As a person who fairly serious about keeping my games in good condition and has a limited budget for games, the idea of a Risk board that is permanently marred every time you play it is extremely unappealing to me. There are many ways to achieve greater game variability and support long-term affects that don't require permanent stickers. I have a pretty sizable collection of Risk games, but I don't plan on adding this to the mix.
 


As a person who fairly serious about keeping my games in good condition and has a limited budget for games, the idea of a Risk board that is permanently marred every time you play it is extremely unappealing to me.

Agreed. This is an interesting idea for a computer game, but not for a physical one.
 



Remove ads

Top