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Trachalio said on March 21st, 2014 at 9:47 am

My weekly game group has really gotten into Zombicide because of the narrative it creates like you mentioned. I was reluctant to play it at first, because oh god not another zombie game, but I’m glad I caved. We’ve had some amazing stories created because of it.

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mygif

To each their own. I tend to find long games tedious; Battlestar is a GREAT game… for about two rounds. Then it’s the same mechanic OVER and OVER and OVER for the next SIX HOURS.

The Resistance takes that same mechanic and distills it into a 40 minute game. You get the same tension, paranoia and raising stakes without the tedium.

As for the food analogy; I love a good burger, but I don’t want to eat six burgers in a row. I’d rather have a side of fries and maybe a milkshake.

Maybe if they made a game that changed over the course of the game it’d be better. My favorite game nights start off with a fun little filler game while we wait for people to show up (Coup or Bang!), followed by a good crunchy game where you really have to plan things out (Manhattan Project or Caylus or Power Grid), followed by a lighter game with a more interactive component (Medici or Resistance) and cap it off with a big round of Time’s Up or Eat Poop You Cat.

Meanwhile the Battlestar table is still trying to get the board set up. (Seriously I’ve seen some guys spend two hours just getting the game prepped).

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mygif

I’ve played Revolution a number of times, and I have to disagree with the runaway leader problem. Force doesn’t help you get force, and blackmail doesn’t help you get blackmail, and there are enough good options that a player who wins a bunch of force and blackmail can’t keep shutting everybody out — the players with less force/bm will have more money, so can win ties.

None of this means you have to like the game, of course.

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mygif

The more I think about it, the more I want a game that changes mechanics over the course of the game… maybe one where players can steer the game into mechanics that suit them!

It’d be like playing a serious of interconnected games with a single end game!

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mygif

For the record, I really can’t stand any game that takes more than about an hour to finish; I feel like anything over that starts to fall into the Monopoly trap of feeling repetitive to me. That said, I’d have a terrible life if I expected everyone else to enjoy the same things I did.

Ultimately, though, I fall back on the great truism of gaming–a game is as good as the people you play it with.

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mygif

I would love to play BSG one of these days: I’m not even interested in the show, it just seems like a fascinating game. I’ve played Revolution once and I have to admit that I and my friends had fun with it.

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mygif

My gaming group has been playing Risk: Legacy since Christmas, and it takes about two hours most of the time. We play Forbidden Desert when we have less time, but we don’t enjoy it nearly as much.

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mygif

I love long game emergent narratives. My friends and I played Khrysos Hunters recently, which lends itself to very quick games, but I found that the most satisfying way to play to was to keep the same hand of characters over multiple sessions, so I could construct my own little story of a scrappy bunch of ragtag mercenaries coming together to run missions.

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mygif

I’d agree that longer games are better, with one caveat – it only works as long as everyone has roughly equal experience with them. If two people have been playing the game for years and they try to teach two people who have never heard of it before, I can’t imagine that being fun.

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