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What makes something "classic feel with modern design"?
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<blockquote data-quote="payn" data-source="post: 9348055" data-attributes="member: 90374"><p>When I hear <em>classic</em> I think of sword and sorcery. When I hear modern I think succinct, balanced, and elegant.</p><p></p><p>Many of the old school games I believe wanted to deliver a great experience, but design was still in its infancy. There has been much development on that front so you can have your random and enjoy it too. I'd point to Free League's <em>Forbidden Lands</em> as a good example. Basic fantasy tropes with just enough mechanics to make the game work. Supply die helps abstract the simulation of dungeon crawling without the painstaking bookkeeping. The narration style of the game moves it forward to the action so there is less set up to worry about. YMMV.</p></blockquote><p></p>
[QUOTE="payn, post: 9348055, member: 90374"] When I hear [I]classic[/I] I think of sword and sorcery. When I hear modern I think succinct, balanced, and elegant. Many of the old school games I believe wanted to deliver a great experience, but design was still in its infancy. There has been much development on that front so you can have your random and enjoy it too. I'd point to Free League's [I]Forbidden Lands[/I] as a good example. Basic fantasy tropes with just enough mechanics to make the game work. Supply die helps abstract the simulation of dungeon crawling without the painstaking bookkeeping. The narration style of the game moves it forward to the action so there is less set up to worry about. YMMV. [/QUOTE]
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What makes something "classic feel with modern design"?
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