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Tension, Threats And Progression In RPGs
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<blockquote data-quote="Hussar" data-source="post: 7730895" data-attributes="member: 22779"><p>Ah man. After all the warm and fuzzies the last time around, [MENTION=30518]lewpuls[/MENTION] goes full on "git off mah lawn" again. <img src="http://www.enworld.org/forum/images/smilies/paranoid.png" class="smilie" loading="lazy" alt=":uhoh:" title="Paranoid :uhoh:" data-shortname=":uhoh:" /></p><p></p><p></p><p></p><p>Umm, what Eurogames are you talking about? Catan certainly has loss conditions, or rather, a win condition which means you have a clear winner in the game. Pandemic has very, very clear loss conditions and you will likely lose as often as you win. </p><p></p><p>Are we seriously going to entertain that the most popular games in decades aren't really games but are "parallel competition puzzles"? Whatever that is.</p><p></p><p>How far back do we actually have to go to find the play style that is being talked about in the article? Dragonlance released in the early 80's, but, was being played in the 70's and the very early days of AD&D. Here we have a clearly story driven game where loss isn't about dying. </p><p></p><p>And, if we stick with AD&D, a Raise Dead was pretty easy to come by and easily affordable by a group of 4th level or higher. Loss by death wasn't exactly a huge barrier even back in the day.</p></blockquote><p></p>
[QUOTE="Hussar, post: 7730895, member: 22779"] Ah man. After all the warm and fuzzies the last time around, [MENTION=30518]lewpuls[/MENTION] goes full on "git off mah lawn" again. :uhoh: Umm, what Eurogames are you talking about? Catan certainly has loss conditions, or rather, a win condition which means you have a clear winner in the game. Pandemic has very, very clear loss conditions and you will likely lose as often as you win. Are we seriously going to entertain that the most popular games in decades aren't really games but are "parallel competition puzzles"? Whatever that is. How far back do we actually have to go to find the play style that is being talked about in the article? Dragonlance released in the early 80's, but, was being played in the 70's and the very early days of AD&D. Here we have a clearly story driven game where loss isn't about dying. And, if we stick with AD&D, a Raise Dead was pretty easy to come by and easily affordable by a group of 4th level or higher. Loss by death wasn't exactly a huge barrier even back in the day. [/QUOTE]
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