Lack of Theme? I beg to differ!
It's hard not to compare the game to the old Decipher Star Wars CCG and no game can ever come close to that one for capturing the "feel" of Star Wars: you could hang the Milennium Falcon off the side of a Star Destroyer with a Landing Claw; you could play sabacc on Cloud City; you could trap door someone in Jabba's Palace and send them to the Rancor to be eaten; you could put a Sandtrooper on a Dewback and even give him a T-21 Repeating Blaster and a Stormtrooper Backpack; the things you could do in that game were unbelievably endless. Force Drains got ridiculous near the end of the Decipher run in 2001 with the infamous Dagobah deck and Cloud City drain deck, but, hey, it was a great game. It also named a ton of minor characters and equipment and ships and such and gave them backstories: who knew of Jas Phur or the Relentless or all the names of Death Squaron's Star Destroyers and pilots before Decipher gave them names?
I like this game too, but the mechanics are awkward: a rancor can eat a Star Destroyer, after all, and it doesn't have the grand epic all-encompassing feel that the Decipher CCG had.
I maybe should have provided a TLDR for this because you are sort of perfectly illustrating the points I've argued against here. The things you listed are the insignificant minutiae of the Star Wars universe. The decipher game may have simulated these smaller details, but the FFG game is a Space Opera simulator.
I think the problem is people a Literal Game like the previous SW card game. Ship vrs ship man vrs man, like X-wing. What they got was a game that asks them to use there imagination. How can luke blow up a starship, i dont know but he did a pretty good job wrecking jabas pleasure barge.
Its a game, its fun, it FEELS like SW if your not brain dead.
Magni
people want a literal game. (my bad left the want out)
I wouldn't go as far as to say they are brain dead, and maybe my tone has been a little on the condescending side. I apologize to anyone who may be offended.
My only goal here is to end this meme that star wars lcg lacks theme. It's not a simulation of the events that occur in the star wars universe, its a simulation of star wars general narrative arc. The broad strokes of the brush. It does this perfectly in my opinion. Im just hoping others see that and play this incredible game with me.
zmobie said:
Have you ever heard the saying "You catch more flies with honey than with vinegar?"
Being insulting towards the people you are trying to convince to amend their views is probably the poorest way to go about making an argument. I've only quoted a very short segment of what you posted above, but you do mention a number of times that people who are disappointed by a game that has a fairly abstract implementation of its theme are 'lacking in imagination" or "show a very shallow understanding of the Star Wars experience." I don't think this is particularly fair to those people who either A) came from the Decipher game and were expecting something a little more in line with that experience, or B) aren't a fan of abstract games with a light theme.
I know what kind of games I like, they tend to be gritty, detailed and rules heavy. The main reason I was disappointed in what we were presented with is that the game seemed to be the complete opposite of that, with no real mechanics that made it seem like it was anything but a cheap mash of systems stolen from various other games, with a pasted on asynchronous victory condition (because that’s totally in right now). Seriously, I still don't get why there had to be a 'Death Star Dial,' surely this mechanic could have been achieved without adding more clutter and busywork to the tabletop.
Lack of imagination has very little to do with disliking the way the game has been implemented. Some people don't like abstracted mechanics or pasted on themes, euro games vs ameritrash or, if you don't like those terms, mechanical emphasis vs thematic emphasis. The Star Wars LCG very much reads like it was deliberately designed to be fast playing and mechanically fun, but lacking in any real heavy thematic influence (at least from what can be inferred by reading the the rules). You could almost argue that purely from a rules perspective the game has been designed to be very tournament friendly. It even includes a timer to make sure games don't run on too long. The kind of game I would have liked would definitely not have fit into that category.
Now, I will freely admit that I've not played the game, and I do intend to give it a fair shot (it was only recently released here in Australia). However, from what I've seen and read so far I don't hold out much hope of the game appealing to me because, when it comes down to it, given a choice between Settlers of Catan or Arkham Horror, I'll pick Arkham Horror every time.
Zethnar said:
zmobie said:
Have you ever heard the saying "You catch more flies with honey than with vinegar?"
Being insulting towards the people you are trying to convince to amend their views is probably the poorest way to go about making an argument. I've only quoted a very short segment of what you posted above, but you do mention a number of times that people who are disappointed by a game that has a fairly abstract implementation of its theme are 'lacking in imagination" or "show a very shallow understanding of the Star Wars experience." I don't think this is particularly fair to those people who either A) came from the Decipher game and were expecting something a little more in line with that experience, or B) aren't a fan of abstract games with a light theme.
I know what kind of games I like, they tend to be gritty, detailed and rules heavy. The main reason I was disappointed in what we were presented with is that the game seemed to be the complete opposite of that, with no real mechanics that made it seem like it was anything but a cheap mash of systems stolen from various other games, with a pasted on asynchronous victory condition (because that’s totally in right now). Seriously, I still don't get why there had to be a 'Death Star Dial,' surely this mechanic could have been achieved without adding more clutter and busywork to the tabletop.
Lack of imagination has very little to do with disliking the way the game has been implemented. Some people don't like abstracted mechanics or pasted on themes, euro games vs ameritrash or, if you don't like those terms, mechanical emphasis vs thematic emphasis. The Star Wars LCG very much reads like it was deliberately designed to be fast playing and mechanically fun, but lacking in any real heavy thematic influence (at least from what can be inferred by reading the the rules). You could almost argue that purely from a rules perspective the game has been designed to be very tournament friendly. It even includes a timer to make sure games don't run on too long. The kind of game I would have liked would definitely not have fit into that category.
Now, I will freely admit that I've not played the game, and I do intend to give it a fair shot (it was only recently released here in Australia). However, from what I've seen and read so far I don't hold out much hope of the game appealing to me because, when it comes down to it, given a choice between Settlers of Catan or Arkham Horror, I'll pick Arkham Horror every time.
*fart*
Read the card text for Rancor… It can't eat a capitol ship, but picture a rancor bursting out of a shuttle in one of Home One's landing bays.
As for "Luke taking down a Star Destroyer," and "How can a TIE Fighter commit to the force?" you could make a strong argument that not Lando, not Han, but Ewoks destroyed the Death Star II, R2 saved the day on many occasions, and 3PO was clearly an agent of the Light Side.
And to the "Decipher was better…" crowd, I'll remind you that you are comparing a one month old game with nothing but a base set (which some of you haven't played) to a game that ran for 6 years and had 11 full expansions and then some. If you want to compare this the the CCG, please hold all comments until 2019.
LMKComaBlack said:
Read the card text for Rancor… It can't eat a capitol ship, but picture a rancor bursting out of a shuttle in one of Home One's landing bays.
As for "Luke taking down a Star Destroyer," and "How can a TIE Fighter commit to the force?" you could make a strong argument that not Lando, not Han, but Ewoks destroyed the Death Star II, R2 saved the day on many occasions, and 3PO was clearly an agent of the Light Side.
And to the "Decipher was better…" crowd, I'll remind you that you are comparing a one month old game with nothing but a base set (which some of you haven't played) to a game that ran for 6 years and had 11 full expansions and then some. If you want to compare this the the CCG, please hold all comments until 2019.
Being a long-time SW:CCG player, I love this game! They are both deep games with strong strategy and tactics, but with different play formats.
If I'm in the mood for a long game, it's SW:CCG, but if I want a faster-paced game, then this game satisfies well.
I think people just need to open their mind a bit.
I can understand the issues people are having with the specific engagements of one type of unit with another, but I think the rules book itself offers some interesting justifications. You can consider the units to not technically be engaging each other, but rather participating in the same battle and influencing it overall. There's a lot of discussion of subversion and espionage in particular when it comes to the Tactics mechanic, so while it may not make sense for Obi-Wan to stop a Star Destroyer in its tracks, a plan he concocted and helped execute easily could have. Additionally, there are far more literal ways any and all of these interactions could have played out. If you've ever read Dark Empire, for example, Luke faces down an AT-AT and defeats it one-on-one in a more direct way than he did in The Empire Strikes Back. Come to think of it, that's a perfect example right there!
Overall I was extremely pleased and excited as I read through the rule book by how well I felt Fantasy Flight captured the theme of Star Wars. This was solidified rather definitively for me when I finally was able to actually play. Not only is there the broad sense of a galactic civil war, there's rather ingenious representations of how the Force affects said war and how the characters involved can manipulate it to their advantage. Yes, it does seem weird that a TIE Fighter can commune with the Force, but again that is a bit too literal a reading of what the mechanics are representing. The rules specifically list "Meditation, study, training, recruitment, and transportation" as examples of how a unit can assist in their side's manipulation of the Force. Sounds good to me.
I also love how the different factions feel very distinct and representative of the characters, vehicles, creatures, and skills of each. The Sith feel like Sith with their direct damage, hand manipulation, and general representation of raw power. The Jedi are a more subtle and defensive inversion of the Sith. The Rebels rely on clever tactics and precise timing of strikes to cope with the superior technology and numbers of the Imperial Navy. Scum and Villainy and Smugglers and Spies have less representation, but both feel spot-on so far with the bounty mechanics of the former and the sneaky tricks of the latter.
Finally the individual characters are dead-on. Boba Fett captures people and can collect bounties, Leia inspires the Rebels, and Darth Vader hacks his way through enemy forces while choking them out with direct damage. These are just three examples. Han even shoots first, for Pete's sake!
I don't think many people were as crushed as I was when the Decipher game folded. I had played it since its inception in 1995 and loved the attention to detail when it came to representing what is probably my favourite fictional universe of all time. Unfortunately, that same slavish devotion to the minutiae of Star Wars was easily the biggest albatross around the game's neck: The rules were so complicated and there was so much errata that it was incredibly inaccessible to new players. Practically everything you see in the movies had its own intricate mechanics. That's really cool in some ways, but is ultimately a significant burden when it comes to game design, balance, and accessibility. For a more specific example of the clunkiness inherent to that game, more often than not decks would play cards that cancelled other cards specifically by name. It led to this odd rock-paper-scissors element that was exacerbated by the deck size limit and was only slightly mitigated toward the end when sideboards were introduced.
Overall I think this new game is great and this is just the beginning. I think I may end up enjoying the more elegant simplicity of its design over Decipher's everything and the kitchen sink approach as more and more cards come out. The mechanics are open enough that we will likely see all kinds of cool stuff come down the pike. The first thing, design-wise, I want to see is "Fast" units: Units that have the chance to strike first regardless of the edge battle. This could be overpowered, but I'm sure there's a way to balance it. Maybe adding an extra focus token or something. Just think of how perfect that would be for the Millennium Falcon or speeder bikes. I definitely want the two mini-factions to grow ASAP, as well. Bounty hunters? I NEED their scum!
EDITED BECAUSE POSTING ON A CELL PHONE BUTCHERS FORMATTING ON THIS FORUM
Ok Backstory: Decipher's SWCCG is one of my all time favorite games, ever. It's easily my favorite format for a CCG/LCG, and one of my all time favorites despite balance issues. My brother, my friend and I still regularly pull out my boxes of cards and play it. So if anyone has a definite bias, it's me.
That said, I really, really like the new LCG. I'm not a big LCG player (I only just got into Netrunner and this one, and I dabbled in the Cthulhu LCG), so I don't know about the recycled mechanics or anything like that, but the game as it is fascinates and pleases me. I particularly love the Objective Set deck building mechanic, which is something I've never done in a CCG before and I love it.
But I too, find that the LCG does manage to capture Star Wars spirit, but in a manner much different than the CCG.
The CCG had a particular charm - if you wanted to run a deck of only Jawas playing Sabbacc, you could (I did). If you wanted to send a Jawa to Dagohbah to become a Jedi Knight, you could (I did that too! Didn't work, was awsome nonetheless). You could have Darth Maul and Evil Lando face down a hoard of Ewoks on Endor, and it rocked.
But while the CCG told a narative story taylored to your deck, the LCG requires a bit more imagination. But what it captures well is the
spirit
and
emotions
. When you're playing the Rebels, you feel desperate, backed up against the wall, and still hopeful for a win. When you play the Empire, you're the powerhouse, but with a secret dread the Rebels will break through and destroy you. And even then, you can apply the spirit of the cards with a bit of imaginitive tweaking. How did that Rebel Trooper take out the Tie Fighter? Maybe he shot the pilot before he could get to the ship. Why is the Rancor munching on X-Wings? Ever see Godzilla or King Kong?
So in short, they're both great games in different ways, and I love em both.
Master Fwiffo said:
Ok Backstory: Decipher's SWCCG is one of my all time favorite games, ever. It's easily my favorite format for a CCG/LCG, and one of my all time favorites despite balance issues. My brother, my friend and I still regularly pull out my boxes of cards and play it. So if anyone has a definite bias, it's me.
That said, I really, really like the new LCG. I'm not a big LCG player (I only just got into Netrunner and this one, and I dabbled in the Cthulhu LCG), so I don't know about the recycled mechanics or anything like that, but the game as it is fascinates and pleases me. I particularly love the Objective Set deck building mechanic, which is something I've never done in a CCG before and I love it.
But I too, find that the LCG does manage to capture Star Wars spirit, but in a manner much different than the CCG.
The CCG had a particular charm - if you wanted to run a deck of only Jawas playing Sabbacc, you could (I did). If you wanted to send a Jawa to Dagohbah to become a Jedi Knight, you could (I did that too! Didn't work, was awsome nonetheless). You could have Darth Maul and Evil Lando face down a hoard of Ewoks on Endor, and it rocked.
But while the CCG told a narative story taylored to your deck, the LCG requires a bit more imagination. But what it captures well is the
spirit
and
emotions
. When you're playing the Rebels, you feel desperate, backed up against the wall, and still hopeful for a win. When you play the Empire, you're the powerhouse, but with a secret dread the Rebels will break through and destroy you. And even then, you can apply the spirit of the cards with a bit of imaginitive tweaking. How did that Rebel Trooper take out the Tie Fighter? Maybe he shot the pilot before he could get to the ship. Why is the Rancor munching on X-Wings? Ever see Godzilla or King Kong?
So in short, they're both great games in different ways, and I love em both.
As a fellow long-time SWCCG player, this is probably one of the best descriptions of the pure-awesome of each game in their own rights I've read. I like that each game feels so different, it makes it much easier to play both of them!