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Tired of hearing people hate on longer battle times in strategic RPG's
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<blockquote data-quote="Scurvy_Platypus" data-source="post: 5520288" data-attributes="member: 43283"><p>I don't think your conclusion is logical. I think your conclusion stems from confusing a game featuring tactical miniature combat as a its primary form of strategy with "strategy" in general.</p><p></p><p>Spellbound Kingdoms. Rather tactical combat, doesn't rely on miniatures at all. Characters have individual fighting styles and can have more than one. You can get a feel for it here:</p><p><a href="http://www.rpgnow.com/product_info.php?products_id=62332&filters=0_0_0_10146" target="_blank">Spellbound Kingdoms Combat Primer - T. Shield Studios | RPGNow.com</a></p><p></p><p>It's done by Frank Brunner; the same fellow that worked on Tome of Battle.</p><p></p><p>Card-based games like the old Marvel Saga system can be quite strategic; players choosing which cards to play and when.</p><p></p><p>There's a fair number of ways of getting at "strategy" and "tactics" that don't automatically equal "more choices to make moving a miniature around and choosing their attack". There's a fair number of small press/indy rpgs out there that have tactics/strategy as a significant function of their design (Burning Wheel comes to mind) that doesn't result in hours taken for a combat.</p></blockquote><p></p>
[QUOTE="Scurvy_Platypus, post: 5520288, member: 43283"] I don't think your conclusion is logical. I think your conclusion stems from confusing a game featuring tactical miniature combat as a its primary form of strategy with "strategy" in general. Spellbound Kingdoms. Rather tactical combat, doesn't rely on miniatures at all. Characters have individual fighting styles and can have more than one. You can get a feel for it here: [url=http://www.rpgnow.com/product_info.php?products_id=62332&filters=0_0_0_10146]Spellbound Kingdoms Combat Primer - T. Shield Studios | RPGNow.com[/url] It's done by Frank Brunner; the same fellow that worked on Tome of Battle. Card-based games like the old Marvel Saga system can be quite strategic; players choosing which cards to play and when. There's a fair number of ways of getting at "strategy" and "tactics" that don't automatically equal "more choices to make moving a miniature around and choosing their attack". There's a fair number of small press/indy rpgs out there that have tactics/strategy as a significant function of their design (Burning Wheel comes to mind) that doesn't result in hours taken for a combat. [/QUOTE]
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Tired of hearing people hate on longer battle times in strategic RPG's
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