Shawn Hinzey
United States
Santa Fe
New Mexico
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I must say, I'm excited for the release of this game... but, my games will require a 'flourish' in order to play a card. That is, instead of harping out stats, you've gotta give some narrative context. e.g. roleplay it a bit.

As much as I'd like to believe the game is very "story" oriented as billed, it really seems like it's up to the players to manufacture it through creative gameplay.

I do kinda wish there was some more flavor text on the cards; would help a bunch. Oh well, imagination... attack!
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Nathan Leavitt
United States
Mesa
Arizona
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I agree.. that's my main concern for the game.

That's what I'm liking about Fallen. At least story cards give it a little more story substance.
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Brian Grell
United States
Winter Haven
Florida
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There is flavor text on quite a few cards in the set. I believe each Adventure, Scenario, and Location card has some. I've also seen some on the Villain card in the rulebook. Each hero also has a little backstory on their card as well. Also, don't forget the old "a picture is worth a thousand words" adage. I think the flavor text and art will be enough to spark the imagination and get the creative juices flowing. This use of imagination really gives the game the feel of a tabletop RPG.
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Craig Sanderlin
United States
Maryland Heights
Missouri
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If you add RP florish into the game, you will add more time which defeats the purpose. You will be basically be playing the rpg with cards.
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Christopher Senn
United States
Fort Lauderdale
Florida
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To me things like a quick backstory, campaign progression, parties, different tactics and results depending on situation/monsters are all easy ways to enhance theme without needing to too complex with description or without needing a crazy imagination.
 
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