Carrion Prince said:
The forum is the place to express and discuss all points of value on all issues in openness. It is not the place for making judgements on who is acceptable by however long they've played or what edition of the game. Improvements are only improvements if seen so by the individual. Bad mouthing people isn't going to reason them to change their opinion... or more importantly a viewpoint (something reasoned or otherwise supported).
As exemplied in discussion, few have found issues of improvement are simple or black and white. We will continue debate Fate's value, and we will determine individually if we consider something an improvement, or not, or something in-between. Though I will not speak for others, debating the value of the people involved does not interest me. I'm interested in hearing reasoned perspectives from old or new fans ... all enthusiasts who come here to do the same.
I work as a game designer so its very interesting to reed this thread. To me the problem whit fate is that the game designer had a great idea, they wanted to bring a resource in to the game that gave the players more control over their own "fate".
A very great idea! No doubt about that, and that’s not really the issue. But just handing out benefits and not increase the difficulties of the game alter the balance. It makes the game much easier. Benefits are two edged sword, because they make the winner win more, and that’s not a "fun" game characteristic. By trying to solve a problem a new one arrised.
So what do the game need now? Well a classic design pattern that most great games have "turning points”. There should be a way for the week player to suddenly be the strong. Talismans have always had that mechanic and incidentally that was what made it in to a great game in the first place. Lets think about it what are the memorable moments people has from a game, in most cases there are when the strong didn’t win, but the player that was about loosing turns it around and wins. A lead boardgame designer here in Sweden said that "this design pattern was his main ingredients in game design, whiteout it players don’t find the game to exciting since it becomes to predictable "(i.e. the one that’s become the dwarf is the player that wins)"
So how would I have approached a change to the game?
As I said adding resources is a great idea, but it should be costly for the player that is currently in the lead to use "the recourses, fate".
So how do player advance in the game? Well they get experience, item, followers and spells.
My concrete ideas:
Use fate only when you don’t have any experience, item, followers and spells. //this give players a good start, and help players that have died but is not so interesting idea since you don’t have the resources for long.
When you use a fate counter, lose all your experience counters. give those experience counters to a player of your choice . //this effect will give rearrange player resources (experience), the weakest player would get a experience boost, since it makes most sense to give your lost experience to the weakest player.
The ideas above are not well thought through, but hopefully someone else can whit the insight of my (rather other great boardgame designers before me) come up whit a better solution.
Summary
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The luck factor in talisman is its game balance. Alter it and the player who has the best character from start wins more easily.
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Adding player recourses and control are a great idea and needed, but as it is now implemented is on the cost of game balance.
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What the game "really needs" now is a way for the underdog to turn the game around. So that the tension of ”who will win" will last until someone wins.
Chers.
. I know some players that would probably give the leader all their stuff just to end the game faster and put them out of their misery.