Re: English rules for 'Dieux Nomades'?

From: Rob Thornton <oblate777_at_1Dk283msGtHaSlcrlNhGeybJr7Mi-_h86uBFF4a5fmJdAeqV_p_lePzMB0uUA1auf7>
Date: Wed, 28 Dec 2011 10:47:42 -0500


Oh, I'm not suggesting that Moon Design re-present the old games in new packaging. I am saying that the original board games helped turn people on to Glorantha and maybe a new generation of board games could do the same.

Rob

On Wed, Dec 28, 2011 at 10:39 AM, Nick Eden <nick_at_hR5A6AxgkJd6UcHgcrCyKyw0n2EzpgG-OWdAIX5RBfL0dLQzw91LqRFGimG_yr2oDwqyUeDbdB97wKgg9KIZaGwz.yahoo.invalid>wrote:

> **
>
>
> Board games have indeed taken off, but I rather doubt that there would
> be much success to be had in dusting off Dragon pass or Nomad Gods
> giving them some improved box art and offering them to the market.
> Games have moved on, the old Avalon Hill style '2 player, 4-6 hours to
> play' game. Who's got that much time?
>
> Small World (aka Vinci) might be a good starting point to consider how
> to re-present Nomad Gods. Somewhat abstract maps and peices, coupled
> with random combinations of powers and tribes for each play...
> Moonfriend Bison Tribe vs Chaos Hating Morocanths vs Trader Rhinos.
>
> Not too sure what I'd base Dragaon Pass on off the top of my head.
>
>
> On Wed, Dec 28, 2011 at 3:07 PM, Rob Thornton <oblate777_at_BYpt8FipgVBZL9bWaZhHJhdrZserX6SRKbP0T78ur9Cf1_5kR4j5-jYf2Qu8N-4otLtJMwpFcqKQUUynBA.yahoo.invalid> wrote:
> > And I don't want to be Captain Obvious here, but board games have really
> > taken off in recent years. Perhaps Glorantha's origins in board games
> could
> > help reintroduce the world to a new generation of board game players.
> > Rob
> > On Wed, Dec 28, 2011 at 8:06 AM, Howard <green27_at_S2wRidPfW-tf4gOWNw13BFGTOMictVLoxiwunUDnqx5b4I1FEQJ_n6vv_rdC2-DJYVdsM9l6vlHiYDM.yahoo.invalid> wrote:
> >
> >> **
>
> >>
> >>
> >> Fantasy Flight has a good rep as far as board games go. Consistently
> high
> >> game design and graphics design!
> >>
> >>
> >> wrote:
> >> >
> >> > Now, I don't want to pressure Jeff and Rick on this
> >> >
> >> > but
> >> >
> >> > On Thu, Dec 15, 2011 at 6:25 AM, <donald_at_...> wrote:
> >> >
> >> > >
> >> > > My problem with the games is that their design is very dated. Board
> and
> >> > > counter wargames
> >> > > have moved on a lot since the 1970s. I think a complete redesign is
> >> wanted
> >> > > with the aim of
> >> > > simplifying and speeding up play. To that end I'd go for a card
> >> mechanic
> >> > > to remove all the
> >> > > special rules for specific counters from the rulebook.
> >> > >
> >> >
> >> > Several years ago I played a great rendition of my old board games,
> but
> >> in
> >> > the "modern" format.
> >> > I loved it, and I believe that Shannon liked it too.
> >> >
> >> > It has been bouncing around, an unwanted swan already born, treated
> as if
> >> > she were some ugly goose. :(
> >> >
> >> > I suspect that Moon Design hesitates because the cost of making a
> board
> >> > game is horrifically high. When I ran Chaosium we discontinued all of
> our
> >> > boardgames (licensing them off to AH for years) because it took us
> >> > approximately twice as long to put together a board game, and that the
> >> > investment was about twice as much, and that (at that time) we were
> >> selling
> >> > about twice as many RQ items on the autoship as we were for any board
> >> game.
> >> > That is, the cost was about x8 of an rpg book (no box, no counters, no
> >> > dice, no collating, no extra art, whew!)
> >> >
> >> > So I don't blame my buds at MD
> >> >
> >> > I'm not active anymore, but someone could do something like,...
> >> > as, you know.
> >> >
> >> > -- Greg Stafford
> >> > Game Designer
> >> >
> >> >
> >> > [Non-text portions of this message have been removed]
> >> >
> >>
> >>
> >>
> >
> >
> > [Non-text portions of this message have been removed]
> >
> >
> >
> > ------------------------------------
> >
> > Yahoo! Groups Links
> >
> >
> >
>
>
>

[Non-text portions of this message have been removed]            

Powered by hypermail