dth said:
After a closer review, however, I was a bit perturbed. The cards are very wordy and while the average gamer wouldn't have a problem with that, periphery or casual gamers would struggle greatly. Indeed, after playing Cosmic Encounter with a friend's significant other, I was quite shocked to see how anxious and upset she was getting just struggling to read the cards! I dread to think what her reaction would be to your cards
So from that perspective, I think you have alienated a group of players.
Hmm... well, that is definitely something to consider where possible. The "audience" for basic board games aren't usually people coming to do a lot of "reading" per se. At the same time, once a new card has been encountered two or three times, the familiarity factor also comes into play, so long as the text itself is clearly understood. And Talisman has never exactly been for people looking for a basic boardgame. If that were true, not so many would be concerned with interpretation of cards versus cards and versus the rules. Let's face it, that rule book has grown a little with every edition, so reading the cards is rather simply compared to running back to that rule book... or the growing FAQs. Playing Talisman now means you need to be willing to face some study now and then... and even then, once something new is learned, you don't continue going back to re-read. (Well... maybe a few times.)
Unlike a fiction, where every word counts every time, I see in game cards a more building process of recognition where the text becomes only a reminder as needed. But your point is still taken. So, can you pick out one worst case example where the newness presented by a card isn't enough, per se, in the balance against its wordiness?
dth said:
Secondly, I feel there is a certain level of unnecessary over complication on your part, i.e. its just plain fiddly!
I think you have been very logical in your application but the more you add, the less it is Talisman. If you get my drift. For my troupe and I, Talisman is our "lowest common denominator" game:
Understood, though other than some expansions simply offering new titles and art (and base mechanics that aren't really additions underneath), most fan expansions are looking to add some new complications. That's part of the sub-audience I'm going after. Mind you, you are right in that I am somewhat catering to those interested in the "adventure" (the playing) rather than the endgame (the winning). Personally, I got bored with the winning part a long time ago.
But again... can you pick out (among the cards) what you think might be a worst case example?
dth said:
I would comment that your argument over the use of language is valid but a bit moot, in so far as the majority are concerned: most wouldn't notice and probably less would even care ![]()
Point taken, admittedly... see more below.
Cidervampire said:
The term “Battle” was introduced in the 3rd edition and while as you state, it was hardly the best terminology, it at least made the cards clearer.
Hmm... I see now. And it makes sense that is bad terminology ocurred when someone tried to assimilate Talisman into the Warhammer world (when it already had a world of its own). I'm not sure I agree that it was clearer... or rather that clarity was rightly served in the best choice of words. I think it was just an accident a mind trying to make Talisman and extension of Warhammer and its base terminology. You will note that when BI made the original faulted 4th, it reverted back to the orignal terminology.
Cidervampire said:
I’m pretty sure my group may be a thrown a bit by using cards with alternate terminology, especially newbies.
That's something more valid to consider, as it is audience based - audience is important to me as a writer. The counter-counterpoint is that most groups would not be using a fan expansion until a well after having learned the base game ... and to some degree have become bored with the same ol' same old. That's why people buy commercial epansions. But the audience issue still provides a strong consideration.
I am concerned about a few of my cards, should I now go standard 4er terminology (which I am now leaning towards). The Old Battlements might actually get wordier ... but maybe not. I'll have to try it out and see.
One the issue of wordiness and complexity, I'm wondering what any of you thought about the "Dry Spring"? The objective with "Challenge" cards was to put a true micro-adventure into the came in the correct way (versus the Cave, where gain goes up only when you face nothing in challenge).
In the next back of cards are two more Challenges, each with a different approach to figuring out what one games for success. But with Dth's concerns with wordiness (and the strange variations on those coming two cards), I'm now leaning toward all Challenges having that clearer "table" of results... if it works adequately by those reviewing it.
Cidervampire said:
Your usage of the word “magic” is the same as that used on the Cyclops in 2nd edition and I know that threw a lot of people I played against.
Indeed, that card will somehow be reworded. I still want to avoid the "challenges" that I have seen come up when a card does not explicitly say Objects AND Magic Objects. Hoarders (and even Gauders) will very commonly go for this kind of wording loophole.
Cidervampire said:
Bit surprised that you don’t play with the Reaper set. When I first saw him I was initially a bit shocked as to how lethal he looked but after several games and doing the maths, I realised that he isn’t such a major factor to the game and does actually add to the enjoyment.
I see your point that some people would really like that element. I'm just not one of them, and those in my group range from the same to the ambivalent. I think we consider it more of an interferrence that anything. An certainly in small ways it can lenghten time per round without players actually doing more with their own characters. That's the most predominant reason we haven't cared for it. Also that it is nothing more than large cannon of randomness being pushed around the board as if adventurers on roll of 1 suddenly became demigods.
But again, different strokes, as they say. That it has an enthusiastic faction among Talisman players shows it struck true for those like other dimensions of the game beyond what I'm interested in. And there's nothing wrong with that. Talisman's diversity (through differing expansions) has always been one of its strengths (its greatest weakness has always been poor or poorly thought out diversity in endgame).
Cidervampire said:
2nd edition contained several cards which let you manipulate your movement eg. Horse, horse and cart, jet pack, which as a consequence allowed stronger players to continually pick on weaker characters which took the fun out the game quite a bit.
And the new versions do not? Hmm... perhaps as a side line you could explain or illuminate how the horse (and perhaps magic carpet) differ between 2nd and 4th rev.? It may be important for one or two cards I have in mind (which weren't in this first preview release.) From what I heard of these cards in 4th play, they allowed adventurers to get around the board far too much beyond normal movement. Attacks weren't as much of an issue as getting to resources and encouraging more hoarding.
ADDENDUM
Lastly, and foremost, I want you both to know how much I appreciate your willingness to debate with and challenge me. It's a relief that someone is willing to do that. It's important in "balancing" the theory and analysis against the reality built during gameplay by the players... the audience. That's one thing I can't calculate, since I am only part of one small group of players.



Certainly Jak would.

