Re: English rules for 'Dieux Nomades'?

From: Greg Stafford <glorantha1_at_yM5n7uZAJgZy67lO8GGN9GjUTLURXP4NaKX3FP2ZS5weyv0VaQmUwzEocJZisO-xh>
Date: Tue, 27 Dec 2011 11:46:00 -0800


Now, I don't want to pressure Jeff and Rick on this

but

On Thu, Dec 15, 2011 at 6:25 AM, <donald_at_42HU4yhPpms7rN8ChsWSDcgy4upISKyLLWxSgZovzG60kCdNXezNG-2swJyVwP8hulGp1_IzugQ3cMV4P24.yahoo.invalid> 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.

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