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Subject: Story and base set play. rss

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robert kalin
United States
Pennsylvania
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I've played a lot of "adventure game books" and with their segmented stories I might be a little spoiled in my expectations of this game.

It would be great if they insert pure narrative cards , other than mission objectives, into the adventures. This would advance the feeling of a progressing narrative that tabletop rpg's deliver.

I'm a solo player where setting and story presented are very important to the gameplay. No not the thinly veiled stuff coating the cards but a good developing narrative.

Reading other post I agree for the need of continuing developing characters,without stickers. That if dice don't integrate well into the game then to leave them out.

On the other hand as a product I could easily visualize (ouch) customized d6's that rep class and species as extra bonus die sold in small bubble packs. (Burr)

Here's a wish for a final product that really gives pftacg a good go at competition.

P.S.

I would love MouseGuard the adventure card game.
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Yan Bertrand
France
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rkcpek wrote:
I've played a lot of "adventure game books" and with their segmented stories I might be a little spoiled in my expectations of this game.

It would be great if they insert pure narrative cards , other than mission objectives, into the adventures. This would advance the feeling of a progressing narrative that tabletop rpg's deliver.

I agree! I've been thinking the same thing for Aeon's End and getting more story into Pathfinder (there are only very limited narratives, though there is flavor text).
 
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