Hello,
As I analyze the gameplay previews, I pick-up on two, distinct thoughts that I would like to share with the community and hope for a continued discussion.
First, the re-design appears to play in an empahtically asymmetrical fashion, resulting in gameplay feeling like a disparate race rather than a one-on-one battle.
The re-designers have decreased the distance for an honor victory and a dis-honor loss. As opposed to the CCG, which required the player to reach farther distances for honor and dis-honor, the LCG may cause players to create decks that operate solely to speed to a victory condition, creating gameplay like a drag race.
Upon reflection, it seems possible for players to have a sub-optimal, gaming experience due to complete isolation in card play. For example, a defensive-minded military deck cannot create much of a thematic storyline with an honor deck which never plans to declare meaningful conflicts.
Second, the re-designers have seen fit to take a card game which involves bowing cards and quick-playing from the hand, and have modified the player experience by adding several pieces of board-game-like elements such as dials, tokens, and labels, creating something of a hybrid. Upon learning that the game's, namesake rings will sit upon the playing table collecting fate tokens for the victorius to plunder, I felt disheartened that these gameplay additions may potentially hamper the elegance of bowing cards on the table, allowing the artwork to evoke theme, causing the potential to indirectly cause more player mistakes due to obscured information, and alter the playing state so much that players leave the table feeling like they have just moved enough cardboard around to equate to a European, economics game.
I have such hopes for this LCG; however, I wish that the re-desingers had created more of a player-versus-player, struggle gameplay space for me as I fear the game's meta will rest with which option reaches its victory condition the fastest and most routinely.
I would happily walk away from each game as the losing player if it meant that the cards would provide my opponent and me the opportunity to create stylized battles in our imaginations.
I fear that I will sit down one day and have an asymetrical, gameplay experience with a stranger, which remains at the mechanical-level rather than trigger my visual imagination.
I greatly appreciate your reflections and further thoughts on my working analysis of the game.
Edited by terryfuller