Thousand Kings rules that don't suck : comments.
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(no subject)
Or the inverse: rules that don't suck, but fail to be clever or work well.
I can't come up with an example of either off the top of my head.
BTW, I used Polaris to introduce my girlfriend to roleplaying this weekend, along with two of her friends (only one of whom had any roleplaying experience)... and it went great! So thanks once again for Polaris!
Matt
(no subject)
Rules that are clever, and work well, but suck: the first year's worth of revisions of Polaris, to start with. Look at any game with "ashcan" plastered on it and you'll see a collection of clever, well working rules that suck.
When at this stage, many game designers think "oh, I just need to tweak things a bit."
That's when you need to flush everything.
yrs--
--Ben
(no subject)
That said, my one experience playtesting an ashcan, which was Giants at GenCon last summer, does not conform with your definition. Giants, in fact, had a lot of cool rules that didn't quite work. :-)
Matt
(no subject)
yrs--
--Ben
(no subject)
Matt