Mongoose have put out a new 2300AD book for Mong Trav 2nd edition. It's up on drivethru for 36 quid, which is probably 50 dollars.
I haven't finished reading through in detail but my first impression is it is pretty much what I would have expected from a book written by Colin Dunn (knows his 2300AD onions) and published by Mongoose (overpriced, mixed quality of artwork, basic editing errors, ripoff failure to make it standalone requiring purchase of the MongTrav 2nd ed corebook, although to be fair to them they are doing a bundle where 2nd ed is reduced to ten dollars).
Plenty of Mongoose-isms, e.g. a few pages after how we are told there is no antigrav in this setting, we have a big picture of a futuristic city with loads of flying cars with no obvious wings or engines cruising about sedately in rows, like on Coruscant. Because who cares anyway. The picture of the King colonist on p.31 is pretty ludicrous; looks like Mongoose put Squats in my 2300.
Overall there is probably enough new content that I don't feel I've wasted my money entirely. I liked the stuff about hard path vs soft path colonists - the former using tech to survive, the latter adapting themselves through genetic engineering. This is a nice development of something that was latent in earlier editions.
It states up front in the intro that there will be not one but two ship books and an equipment book to come, although are enough ships and equipment to get you started here. Info on the aliens is also pretty skimpy so you can bet there will be aliens books if the line is continued.
The original 2300AD was set after the nuclear war depicted in its stablemate Twilight 2000. Twilight 2k is getting a new edition from Free League, but we are stuck with Mongoose for 2300. Such are the vagaries of licensing, I suppose.
I'm gonna wait a while. $50 for a pdf that needs another $30 PDF to run and has no ship building section is..um....I'm gonna wait a while. Also the comments are people saying the PDF is unoptimized and chugs so...waiting. Gonna wait. Yep.
Is free Leagues' Twilight 2000 going to use the Free League dice system in Forbidden Lands and Mutant or will they be keeping it more or less like the original or doing a 2D6 version or what? In fact why would they do it when they have Mutant?
I like most of Mongoose's 2nd edition cover art, but not for this one. Left is the 1E, right is the new 2E.
Not too fond of the new interior look either.
I wish publishers would work with what they have, instead of trying for WOTC production values and achieving the product-quality equivalent of the "uncanny valley".
Good fonts and typesetting can make simple charts, tables, and plain text look really sexy. If you're going to have pictures, all you need is one really good illustration per chapter. In fact, if RPG publishers started hiring designers from the programming world (people who have to make cramped source code look good and pretty in black and white), many books would stand to benefit more than they would from higher quality illustrations.
Just checked the Mongoose website and the .pdf for 2300 revised, is $29.99.
For a .pdf.
Of an offbeat sci fi game.
Still it's not 36.00 GBP. But still overpriced in my opinion. Who do these people think they are? Games Workshop?
Quote from: Svenhelgrim on September 01, 2021, 08:25:59 AM
Just checked the Mongoose website and the .pdf for 2300 revised, is $29.99.
That's the old 1st edition book you're looking at. Given it still costs thirty dollars though, it is understandable you did not immediately realise this is the old version.
Quote from: Oddend on September 01, 2021, 12:42:35 AM
I wish publishers would work with what they have, instead of trying for WOTC production values and achieving the product-quality equivalent of the "uncanny valley".
Absolutely this, thank you.
The $50 pdf makes it an instant hell no, and the cover art is pretty trash. So, pass.
Quote from: palaeomerus on August 31, 2021, 09:22:32 PM
Is free Leagues' Twilight 2000 going to use the Free League dice system in Forbidden Lands and Mutant or will they be keeping it more or less like the original or doing a 2D6 version or what? In fact why would they do it when they have Mutant?
Apparently it's using the "Year Zero Engine" from Alien, Forbidden Lands, Tales from the Loop, or Mutant.
Not seeing the cannibalisation potential (so to speak) vs Mutant. Totally different vibe. T2K is hard science based, no radioactive zombies (unless you want them, ofc). Set in an alternative history where the Soviet coup in 1991 succeeded and the USSR didn't fall, followed by WW3 in the 1990s.
To be fair the production values look great and Marc Miller (one of the creators of the original T2K) is on board at least as a "consultant", but I don't much like the Year Zero rules engine and I don't particularly feel I need a game about surviving the 1990s WW3 that never was.
It would not have been that hard to cook up a new WW3, the way things are going. Maybe they got scared off by Twilight 2013's attempt at updating the backstory. There is a hilarious review on, of all places, rpg.net about how bad that game is, if they haven't pulled it for wrongthink by now.
Quote from: Marchand on August 31, 2021, 02:41:33 AM
I haven't finished reading through in detail but my first impression is it is pretty much what I would have expected from a book written by Colin Dunn (knows his 2300AD onions) and published by Mongoose..
Too many typos prevent me from recommending any print version of the RPG to anyone. There was no editor for the book. I did most of the editing for the MgT2 core rulebook, only because I didn't want to buy a print version of it that had loads of typos in it. I did not care to edit any of the other MgT2 books because I wasn't interested in them.
Another thing that irks me about 2300AD is that the main alien race villain in the game's setting is to me really just an NPC animal race to fill a random encounter with.
I watched the video. Agree the cover isn't very good and doesn't convey the setting, but it doesn't seem particularly woke to me.
Quote from: Shawn Driscoll on September 03, 2021, 06:48:59 PM
Another thing that irks me about 2300AD is that the main alien race villain in the game's setting is to me really just an NPC animal race to fill a random encounter with.
I guess you mean the Kafers. The original game had an explanation based on their neurochemistry that meant humanity appeared to them as the force out of their history that they feared and hated the most. Humanity was basically an embodiment of evil to them. It was implied in the early material that it was a racing certainty they were going to wipe humanity out unless we could find some way to talk to them. There were some clues about how that might work in some of the published adventures. So, definitely not space orks.
Then later on as usual GDW let the setting fall down the sink-hole of wargaming and it all got less interesting and more conventional Military SF.
But the package overall remains by far and away the most interesting SF setting I'm aware of. It's just a shame Mongoose production values are so poor, particularly relative to cost.
Quote from: Marchand on September 05, 2021, 05:53:41 AM
I watched the video. Agree the cover isn't very good and doesn't convey the setting, but it doesn't seem particularly woke to me.
Maybe you have female players in your 2300AD group that favor military campaigns.
At least they have a frilled helmet.
Quote from: Shawn Driscoll on September 05, 2021, 08:04:48 PM
Quote from: Marchand on September 05, 2021, 05:53:41 AM
I watched the video. Agree the cover isn't very good and doesn't convey the setting, but it doesn't seem particularly woke to me.
Maybe you have female players in your 2300AD group that favor military campaigns.
Not really sure where you're coming from here. I would have thought game cover art should convey something about the setting, rather than reflect the group playing it!
This cover art is not particularly evocative of the setting, but the fact one of the characters is female is irrelevant.
Big 2300AD fan from way back in the days of Traveller:2300. Won't be picking up this version, as it's way too expensive for a PDF. Still have all of the original stuff for it anyway, but not played for years as its hard to a find a group around here (West Yorkshire in the UK) who are interested in playing old timey SF games.
Quote from: TheAsimovian on September 08, 2021, 11:59:02 AM
Big 2300AD fan from way back in the days of Traveller:2300. Won't be picking up this version, as it's way too expensive for a PDF. Still have all of the original stuff for it anyway, but not played for years as its hard to a find a group around here (West Yorkshire in the UK) who are interested in playing old timey SF games.
Greetings!
Asimovian! Welcome to the boards here! ;D
Semper Fidelis,
SHARK
Quote from: TheAsimovian on September 08, 2021, 11:59:02 AM
Big 2300AD fan from way back in the days of Traveller:2300. Won't be picking up this version, as it's way too expensive for a PDF. Still have all of the original stuff for it anyway, but not played for years as its hard to a find a group around here (West Yorkshire in the UK) who are interested in playing old timey SF games.
Similar here, although I probably wouldn't try and run the original system for the setting anyway. The system was never the selling point. I remember the combat example from the 2300AD core book - I could barely follow it on the page, let alone try and run it! So many modifiers for this, that and the other.
I'd like to use BRP. There is a nice conversion doc someone worked up knocking around on my hard drive.
Quote from: Marchand on September 08, 2021, 10:34:26 PM
Quote from: TheAsimovian on September 08, 2021, 11:59:02 AM
Big 2300AD fan from way back in the days of Traveller:2300. Won't be picking up this version, as it's way too expensive for a PDF. Still have all of the original stuff for it anyway, but not played for years as its hard to a find a group around here (West Yorkshire in the UK) who are interested in playing old timey SF games.
Similar here, although I probably wouldn't try and run the original system for the setting anyway. The system was never the selling point. I remember the combat example from the 2300AD core book - I could barely follow it on the page, let alone try and run it! So many modifiers for this, that and the other.
I'd like to use BRP. There is a nice conversion doc someone worked up knocking around on my hard drive.
TBH, I just went and looked at the actual mechanics for the first time in years, and yes, perhaps not the best (must be nostalgia kicking in, as I remembered them being not that bad). BRP sounds likes a good call to replace the mechanics with. I think there was also a GURPS SF conversion floating about for ages.
Quote from: SHARK on September 08, 2021, 07:50:59 PM
Quote from: TheAsimovian on September 08, 2021, 11:59:02 AM
Big 2300AD fan from way back in the days of Traveller:2300. Won't be picking up this version, as it's way too expensive for a PDF. Still have all of the original stuff for it anyway, but not played for years as its hard to a find a group around here (West Yorkshire in the UK) who are interested in playing old timey SF games.
Greetings!
Asimovian! Welcome to the boards here! ;D
Semper Fidelis,
SHARK
Thanks! Will need to contribute more!
Quote from: Marchand on September 08, 2021, 10:34:26 PM
Quote from: TheAsimovian on September 08, 2021, 11:59:02 AM
Big 2300AD fan from way back in the days of Traveller:2300. Won't be picking up this version, as it's way too expensive for a PDF. Still have all of the original stuff for it anyway, but not played for years as its hard to a find a group around here (West Yorkshire in the UK) who are interested in playing old timey SF games.
Similar here, although I probably wouldn't try and run the original system for the setting anyway. The system was never the selling point. I remember the combat example from the 2300AD core book - I could barely follow it on the page, let alone try and run it! So many modifiers for this, that and the other.
I'd like to use BRP. There is a nice conversion doc someone worked up knocking around on my hard drive.
May not be what you're looking for, but M-Space is a recently-popular BRP sci-fi ruleset.
Quote from: Marchand on September 05, 2021, 05:53:41 AMBut the package overall remains by far and away the most interesting SF setting I'm aware of. It's just a shame Mongoose production values are so poor, particularly relative to cost.
What would you say makes this setting so interesting? From what I've read it seems super generic and not much different from the vanilla Traveller setting.
I enjoyed playing the original but no way am I paying that price for a pdf however much I want to have a look at it.
2300AD is an ok setting if you are into Twilight: 2000AD's setting (where both the US and CCCP are nuked) and you are ok with the French travelling to the stars first and claiming the good stuff. Think UN in space. But worse.
Quote from: hedgehobbit on September 10, 2021, 08:42:18 AM
What would you say makes this setting so interesting? From what I've read it seems super generic and not much different from the vanilla Traveller setting.
You can definitely do your typical SF campaigns, military or technothriller (there is a transhumanist terrorist faction) or even cyberpunk back on Earth. But because of the work the designers did on the worlds and aliens, it actually supports exploration based campaigns where there are meaningful player-level puzzles to explore. Not just "I make a Science roll".
The main draw for me is the aliens. The designers made them hard-SF plausible and actually gameable. Generally each species has some biology-based factor that explains why it behaves in a puzzling / threatening way. As in thinks as well as a human, but differently. Probably the best aliens I have seen in any setting, whether RPG, film or book.
Many of the colony worlds are well detailed - to just the right level that gives them an independent character and provides built-in adventure potential. Aurore (which got its own sourcebook) and Cold Mountain in particular. The official Traveller universe did that for a handful of worlds but 99%+ of them are just bare-bones seven-digit codes that the Ref has to do the work to make vivid and interesting. Obvs the Ref still has to do some work in 2300 but the designers give you more to work with.
It's a much harder SF feel than classic Traveller - movie references would be something like Alien (1-4), Predator or Outland. Ships have spin modules for gravity. The main departure from plausibility are FTL and the number of intelligent aliens within about 50ly of Earth.
If you want a flavour, I would say pick up the original Aurore book by GDW on Drivethru for ten dollars or whatever they are charging (site won't load for some reason). Most of it is system neutral. At the worst you will have a world you could drop into Traveller or whatever that would support a campaign's worth of play.
Quote from: Shawn Driscoll on September 10, 2021, 07:42:32 PM
2300AD is an ok setting if you are into Twilight: 2000AD's setting (where both the US and CCCP are nuked) and you are ok with the French travelling to the stars first and claiming the good stuff. Think UN in space. But worse.
The setting has little to do with Twilight 2K except in that the T2K nuclear war happened 300 yrs beforehand. As a result, the main players are not the usual ones e.g. France is (just about) top dog, but is on the wane and faces pressure from rising powers like Manchuria (a successor state from part of what is now China). Mixing up the geopolitics makes it a bit fresh, I think.
If you are somehow personally offended as an American that a spacegame doesn't make future America the biggest power, then yeah, you probably won't like it.
Getting rid of America is pretty frequent trope in sci-fi minis fames. Jon Tuffly's Full Thrust, Dirtside II, and Stargrunt has them as a satellite of the New Anglians except for the free CalTex which he made when people whined about it. I think the USA collapsed into unrest and the British came in to stabilize things and eventually the people in the former USA just decided to join back up. Which is kind of weird when a HUGE population joins a middle sized one as a client. I dunno, maybe the unrest was so bad that most of the population didn't make it?
Corvus Belli's Infinity has the nascent PanOceanian power probably setting off a nano-weapon in the USA ending it as its own autonomous power and it is unclear whose weapon it was but the USA is just part of the Pan Oceanian complex with an independent remnant in a lost colony founded by Americans, Kazaks, French, and Scots on a world with valuable minerals which has a bit of a native werewolf problem probably due to Tohaa meddling in their quest to create one more warrior race to help them fight the Combined Armies of the EI. The Europeans who didn't like Pan-O went into space and formed the Nomads who are sort of the cyber punk hacker mafia and vice power. The reason the left was a hatred of the AI Aleph and its connections to the Catholic church which is a powerful and militant Pan Oceania faction.
What happened to the USA in the future is almost a mini-gamer joke.
But an important part of how all the various nations in 2300AD ended up where they were is the fact that it wasn't arbitrary. It was the result of a complex, grand-strategic game called The Game that played out the 300 years between Twilight 2000 and 2300. That's a crucial part of both the history of the game and of the setting. The USA MIGHT have ended up as the major power, but they didn't, because of what happened in The Game. It wasn't an arbitrary decision.
Quote from: TheAsimovian on September 11, 2021, 03:01:17 AM
But an important part of how all the various nations in 2300AD ended up where they were is the fact that it wasn't arbitrary. It was the result of a complex, grand-strategic game called The Game that played out the 300 years between Twilight 2000 and 2300. That's a crucial part of both the history of the game and of the setting. The USA MIGHT have ended up as the major power, but they didn't, because of what happened in The Game. It wasn't an arbitrary decision.
Yes. Bad card dealing and diplomacy generated the time-line and setting used by 2300. Not really a writer's decision. I'm just not a fan of communist dictators somehow ending up with high-tech countries that have the means and money and know-how to travel to other stars.
Quote from: Shawn Driscoll on September 11, 2021, 02:54:39 PM
Quote from: TheAsimovian on September 11, 2021, 03:01:17 AM
But an important part of how all the various nations in 2300AD ended up where they were is the fact that it wasn't arbitrary. It was the result of a complex, grand-strategic game called The Game that played out the 300 years between Twilight 2000 and 2300. That's a crucial part of both the history of the game and of the setting. The USA MIGHT have ended up as the major power, but they didn't, because of what happened in The Game. It wasn't an arbitrary decision.
Yes. Bad card dealing and diplomacy generated the time-line and setting used by 2300. Not really a writer's decision. I'm just not a fan of communist dictators somehow ending up with high-tech countries that have the means and money and know-how to travel to other stars.
IIRC, communism has never been mentioned in 2300, not in the original or even the later versions (including 2320, the aborted T20 version). The individual nations internal political structures have never been described in detail.
Quote from: TheAsimovian on September 11, 2021, 03:01:17 AM
But an important part of how all the various nations in 2300AD ended up where they were is the fact that it wasn't arbitrary. It was the result of a complex, grand-strategic game called The Game that played out the 300 years between Twilight 2000 and 2300. That's a crucial part of both the history of the game and of the setting. The USA MIGHT have ended up as the major power, but they didn't, because of what happened in The Game. It wasn't an arbitrary decision.
Taking the setting of one game then using a second game to advance that setting by 300 years and then using the results of that game to make the setting for a third game is the most arbitrary way of making a game setting that I've ever heard of.
Quote from: hedgehobbit on September 11, 2021, 10:50:55 PM
Taking the setting of one game then using a second game to advance that setting by 300 years and then using the results of that game to make the setting for a third game is the most arbitrary way of making a game setting that I've ever heard of.
Arbitrary compared to what? Writer fiat? Designer fiat? If anything, it seems like it would have been a really awesome way to design a new setting!
This is Games Designers Workshop we're talking about here. These guys were some of the most well-respected military/strategic game designers in the industry. The Game was pretty legendary among GDW staffers and fans.
Quote from: Marchand on September 10, 2021, 08:58:38 PM
You can definitely do your typical SF campaigns, military or technothriller (there is a transhumanist terrorist faction) or even cyberpunk back on Earth. But because of the work the designers did on the worlds and aliens, it actually supports exploration based campaigns where there are meaningful player-level puzzles to explore. Not just "I make a Science roll".
The main draw for me is the aliens. The designers made them hard-SF plausible and actually gameable. Generally each species has some biology-based factor that explains why it behaves in a puzzling / threatening way. As in thinks as well as a human, but differently. Probably the best aliens I have seen in any setting, whether RPG, film or book.
Many of the colony worlds are well detailed - to just the right level that gives them an independent character and provides built-in adventure potential. Aurore (which got its own sourcebook) and Cold Mountain in particular. The official Traveller universe did that for a handful of worlds but 99%+ of them are just bare-bones seven-digit codes that the Ref has to do the work to make vivid and interesting. Obvs the Ref still has to do some work in 2300 but the designers give you more to work with.
It's a much harder SF feel than classic Traveller - movie references would be something like Alien (1-4), Predator or Outland. Ships have spin modules for gravity. The main departure from plausibility are FTL and the number of intelligent aliens within about 50ly of Earth.
If you want a flavour, I would say pick up the original Aurore book by GDW on Drivethru for ten dollars or whatever they are charging (site won't load for some reason). Most of it is system neutral. At the worst you will have a world you could drop into Traveller or whatever that would support a campaign's worth of play.
I really liked just how believable and alien the aliens were in 2300. The Kafer are scary, plausible, and pose a real challenge to PCs. The other aliens are also pretty interesting, and I recall there being one module about a group of PCs discovering a new alien species--one that had just become sentient, and had already begun to stratify into a very oppressive caste system. And then there's the Bayern adventure...
Quote from: hedgehobbit on September 11, 2021, 10:50:55 PM
Quote from: TheAsimovian on September 11, 2021, 03:01:17 AM
But an important part of how all the various nations in 2300AD ended up where they were is the fact that it wasn't arbitrary. It was the result of a complex, grand-strategic game called The Game that played out the 300 years between Twilight 2000 and 2300. That's a crucial part of both the history of the game and of the setting. The USA MIGHT have ended up as the major power, but they didn't, because of what happened in The Game. It wasn't an arbitrary decision.
Taking the setting of one game then using a second game to advance that setting by 300 years and then using the results of that game to make the setting for a third game is the most arbitrary way of making a game setting that I've ever heard of.
I was using arbitrary in the sense of an individual whim.
Quote from: TheAsimovian on September 12, 2021, 01:30:03 PM
Quote from: hedgehobbit on September 11, 2021, 10:50:55 PM
Quote from: TheAsimovian on September 11, 2021, 03:01:17 AM
But an important part of how all the various nations in 2300AD ended up where they were is the fact that it wasn't arbitrary. It was the result of a complex, grand-strategic game called The Game that played out the 300 years between Twilight 2000 and 2300. That's a crucial part of both the history of the game and of the setting. The USA MIGHT have ended up as the major power, but they didn't, because of what happened in The Game. It wasn't an arbitrary decision.
Taking the setting of one game then using a second game to advance that setting by 300 years and then using the results of that game to make the setting for a third game is the most arbitrary way of making a game setting that I've ever heard of.
I was using arbitrary in the sense of an individual whim.
So was he. Deciding to create the setting based on the results of a wargame, regardless of whether the results make sense or not, is as arbitrary as it comes.
Oh jesus, here we go. Semantic arguments about the use of a word with more than one strict definition.
OK, then, it's not 'arbitrary'. It's something else. Fuck's sake. If this board is all about that kind of niggling then I am fucking out of here.
Quote from: TheAsimovian on September 13, 2021, 07:47:45 AM
Oh jesus, here we go. Semantic arguments about the use of a word with more than one strict definition.
OK, then, it's not 'arbitrary'. It's something else. Fuck's sake. If this board is all about that kind of niggling then I am fucking out of here.
A lot less of it here than some boards I've been on.
Quote from: TheAsimovian on September 12, 2021, 01:30:03 PMI was using arbitrary in the sense of an individual whim.
I understood your intent, but I don't think that procedurally creating a game setting actually removes any "individual whim", it just moves those arbitrary decisions from the design of the setting to the design of the procedures (in this case, a game) that generates said setting. Since, in this case, we are talking about taking a setting that could never have happened historically, Twilight 2000, and advancing it forward in time with a vast list of unknowables such as the probability of habitable planets, the types and frequency of alien life, the detail of any sort of FTL travel, etc. It's whims stacked on top of whims.
However, that avoids the main issue here. What possible advantage is there of a setting being procedurally generated over one that is designed for a specific purpose and feel?
Quote from: hedgehobbit on September 13, 2021, 10:54:38 AM
However, that avoids the main issue here. What possible advantage is there of a setting being procedurally generated over one that is designed for a specific purpose and feel?
It's a dynamically generated emergent game setting developed through actual play. That's kind of cool.
Quote from: hedgehobbit on September 13, 2021, 10:54:38 AM
What possible advantage is there of a setting being procedurally generated over one that is designed for a specific purpose and feel?
What advantage is there in randomly rolling up a PC rather than point-buy build? Or using a random scenario generator? It comes up with stuff you would otherwise probably never have thought of. It can achieve purpose and feel as an emergent quality, rather than something imposed.
Quote from: Heavy Josh on September 13, 2021, 01:00:36 PM
Quote from: hedgehobbit on September 13, 2021, 10:54:38 AM
However, that avoids the main issue here. What possible advantage is there of a setting being procedurally generated over one that is designed for a specific purpose and feel?
It's a dynamically generated emergent game setting developed through actual play. That's kind of cool.
Ever see what a shitshow actual play turned the L5R setting into?
Quote from: HappyDaze on September 13, 2021, 08:39:00 PM
Ever see what a shitshow actual play turned the L5R setting into?
Nope. Was that in-house, or "living world" fan-play derived stuff?
Edit: either way, if it didn't work for L5R, then the writers at least had the option to change things up as they developed the system. It's not necessary to cling to one way or the other in some sort of ideologically "pure" method of setting design. GDW decided to try growing a setting out of the Twilight:2000 game. They, being a bunch of strategy game designers, designed a game to play to see how things might play out. It worked, the company was happy with it, it wasn't a total gong show of a setting (by a long shot). I'm sure they probably tweaked a couple of things here and there that didn't fit right.
Quote from: Marchand on September 13, 2021, 08:22:25 PMWhat advantage is there in randomly rolling up a PC rather than point-buy build?
I'm ok with randomly rolling for PCs if it's a campaign where death is expected and I might need to go through multiple characters. But, for a campaign where I will only have one PC, such as a superhero game, I would only every use a point buy system for that. Similarly, a randomly generated adventure is fine as that will only take a session or two.
For an entire setting, however, I'd rather it be carefully crafted to create a specific feel or theme. Otherwise you end up with 2300 which always felt incoherent to me.
Quote from: Heavy Josh on September 13, 2021, 10:24:33 PM
Quote from: HappyDaze on September 13, 2021, 08:39:00 PM
Ever see what a shitshow actual play turned the L5R setting into?
Nope. Was that in-house, or "living world" fan-play derived stuff?
Edit: either way, if it didn't work for L5R, then the writers at least had the option to change things up as they developed the system. It's not necessary to cling to one way or the other in some sort of ideologically "pure" method of setting design. GDW decided to try growing a setting out of the Twilight:2000 game. They, being a bunch of strategy game designers, designed a game to play to see how things might play out. It worked, the company was happy with it, it wasn't a total gong show of a setting (by a long shot). I'm sure they probably tweaked a couple of things here and there that didn't fit right.
Their world history was decided by the winners of their card game tournaments. History was literally written by the victors, in some really stupid ways.
Quote from: HappyDaze on September 14, 2021, 12:40:48 PM
Their world history was decided by the winners of their card game tournaments. History was literally written by the victors, in some really stupid ways.
Ah. That doesn't seem wise in the slightest. Fan input is great, but if the goal is a playable game world, then it's probably best to keep the final editorial decisions about the game setting in-house.
Those winners were making decisions based on the faction they played in a Card Game.