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Subject: like pirats ? rss

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michael leers
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ok, that i read first about that game was risc legacy with priats ^^
but a sail game whre pirats can caputer and destroy forts, and con made hideouts sound very cool.
if the game got, different schips, and pirats & soldier minis , and buldings that could be cool. even if the map look is cool.

but like risk legacy i would wish the game had remove stickers.
and a treasure box wer the player could store the card that out of the game.

and charakter models.^^
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Stefan Lopuszanski
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gonrhade wrote:

but like risk legacy i would wish the game had remove stickers.
and a treasure box wer the player could store the card that out of the game.


I think that defeats the purpose of the game concept.
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Stuart Holttum
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Stexe wrote:
gonrhade wrote:

but like risk legacy i would wish the game had remove stickers.
and a treasure box wer the player could store the card that out of the game.


I think that defeats the purpose of the game concept.


Yes - and no. Depends what you feel the concept of the game is.

Taking decisions across a lengthy series of games, removing some cards from the game, altering the board for future games.....these I would say are the "core" of the concept. The "...and then you have a fixed board to play on in future" is a very minor consideration.

Personally, I would like to see a customisable game where you can do just as was suggested - customise the board through a campaign, but then "re-set" to play again from the beginning once you'd finished. It's why I made myself a replayable version of Legacy, and why I will be doing the same with SeaFall....but I'd prefer it if the game allowed me to do it itself!

And, of course, anyone who wanted to keep their board fixed after the campaign ends could do so!
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Darren Nakamura
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Columbus
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I feel that the concept revolves around the theme that real decisions are permanent. There is no reset button for life. This is perhaps getting a bit too philosophical for Risk (and now, SeaFall), but I think the choice to make things permanent was a completely conscious, intentional design decision that affects how the game is understood and interacted with.

P.S. I think it's ridiculous that this OP is spawning this discussion.
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Jonas Emmett
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Dexter345 wrote:
P.S. I think it's ridiculous that this OP is spawning this discussion.

I'm going to run out of facetious ways to call back to the Risk Legacy gnashing-of-teeth if this happens in every SeaFall thread. But I won't stop trying.
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Ya'itz Yer'moov
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Illinois
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Like Sewer Pirats ?


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Stephen Miller
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Dexter345 wrote:
I feel that the concept revolves around the theme that real decisions are permanent. There is no reset button for life. This is perhaps getting a bit too philosophical for Risk (and now, SeaFall), but I think the choice to make things permanent was a completely conscious, intentional design decision that affects how the game is understood and interacted with.


While I agree with this, I do think the idea of a game with a 'resettable' (Or possibly merely 'cyclic') campaign, different each series of plays but where no changes will be absolutely permanent, is a valid concept... But it's a fundamentally different concept from the core concept of the Legacy mechanic.
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Matt Bowles
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I don't think there's likely to be hideouts and forts.
But who knows.

I like your different ship models and treasure box idea. I keep all my Legacy torn up bits under the insert - a "tomb", so to speak, would be hilarious.
 
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