Poll: A ToW test game without AGR/PRO? You do not have permission to vote in this poll. |
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+ToW: I am still interested | 5 | 71.43% | |
+ToW: I would no longer be interested | 0 | 0% | |
+RbMod: I would change my preference | 2 | 28.57% | |
+RbMod: I would not change my preference | 0 | 0% | |
Total | 7 vote(s) | 100% |
* You voted for this item. | [Show Results] |
Pitboss 21 Sign-up
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(June 18th, 2014, 21:23)suttree Wrote: Is there a post where critics of AGRI/PROD have their say?Deep and abiding visceral hatred of the aesthetic ruination of the game aside? Just read the PB20 lurker thread.
If only you and me and dead people know hex, then only deaf people know hex.
I write RPG adventures, and blog about it, check it out.
Question!
(June 18th, 2014, 15:58)suttree Wrote: Map:Which one did you want?
If only you and me and dead people know hex, then only deaf people know hex.
I write RPG adventures, and blog about it, check it out. (June 19th, 2014, 17:18)Commodore Wrote: Question! maps, how do they work? I assumed "natural looking" referred to maps that evoke a planet surface instead of a game board. Coasts look coasty and such. As opposed to what I think people are calling a "vomit style" map where everything is just tiles. Toroidal because I thought it easier to balance - no difference between E/W coast and N/S coast on a landmass. Really, I just appreciate that you're making the map so the idea was to keep instructions minimal: buildery (enough room to peacefully settle a first ring), balancedish (geography doesn't determine victory), lurkerial (exploration is interesting) Would it help to have more specific instructions?
Heh, that's probably fine; I think if you guys go ToW I will make it more nautical. Ostensibly navy is much more balanced...
If only you and me and dead people know hex, then only deaf people know hex.
I write RPG adventures, and blog about it, check it out.
I would like to try one of new traits, but can play witout them either.
I will accept everyones choice (and adopt to it ). |