![]() ![]() ![]() equipment, returning home or not) rather than on setting/character/narrative exploration from the choices at hand (i.e. For example, I had a hard time evoking fiction for my missions, as well as devising Paradoxes to confound them - I just might not be creative enough! Emphasis on success/failure from prior choices (i.e. Success in this game seems somewhat boring-but-elusive (what do I get for completing a mission? Just another mission?), whereas failure seems frequent, interesting, but vague. a high failure rate for otherwise competent characters): the game is all about winning/losing, which pretty much comes down to arbitrary dice rolls. So its chief weakness would be the Whiff Factor (i.e. Weaknesses: In playtesting the game, I found myself confronting just a bunch of numbers and tables that describe whether or not I succeed or fail. ![]()
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