You are viewing a read-only archive of the Carrion Fields discussion forums built from a snapshot of the forum database on 2026-08-25. The search page works, though it is not as sophisticated as the old forum search. This archive encompasses approximately 25 years of CF discussion. Today, that discussion continues on Discord (see the main website for a link).

Some of the special-purpose forums are listed below along with their replacements (as of writing):


Subject: "What can CF learn from the renaissance happening within..." Previous topic | Next topic
Printer-friendly copy Email this topic to a friend CF Website
Top General Discussions Gameplay Topic #64351
Show all folders

TacFri 05-Aug-16 09:58 PM
Member since 15th Nov 2005
2051 posts
Click to send email to this author Click to send private message to this author Click to view this author's profile Click to add this author to your buddy list
#64351, "What can CF learn from the renaissance happening within traditional Board Games?"


          

https://www.shutupandsitdown.com/videos/board-game-golden-age-talk/

Talks about the "golden age" of board gaming that is being experience right now. I'm sure I'm not the only one who has noticed that board gaming has become... interesting... again?

The video is ####, but the stuff he's talking about is cool. There are pieces (like simultaneity and cooperation/interaction) that are core peices of the MUD design and launched it to popularity, but there are also parts (like accessibility) which MUDs are bad at (and possibly getting worse).

It's basically about game design, and what are the principles you are following.

For instance, Imm Staff have oft lamented that everyone wants to be Rambo. Usually this is response to some player complaining X is underpowered or whatever when the design wasn't for X to stand alone, but to be used cooperatively. However, the game's design has evolved more and more away from cooperative play over time. Whether it is a tail of lizard scroll, or the AP's need to get the killing blow, or having perfected skills, or the culture backlash of ganging, or the death of permas by rule, the game has pushed toward a solo activity. You can't drop Sly Stalone in the middle of a Jungle warzone and then complain when he wants to be Rambo... To survive a war, you gotta become war.

I imagine this is rambly, but there is something important here, even if it just to codify what the CF game design principles actually are and then make decisions to follow them...

  

Top
Top General Discussions Gameplay Topic #64351 Previous topic | Next topic