Forgivehis verbing as he applies the RISK:Legacy mechanic to other classic games.
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- What's funny is that the key attributes of Legacy mechanics are something that most traditional RPGs take for granted. In-game choices having persistent effects in future sessions? Pretty standard stuff in the RPG realm.
Where RISK: Legacy does it right is providing a clear endpoint for all changes. Eventually, the game's dynamism will plateau and you're left with a fully customized game iterated by the player-designers.May 31, 2012
- The difference is that in the case of the RPG, I don't make permanent changes to the rulebook, or saw off the arm off a miniature because the character lost that limb. What bothers me that I basically have to "damage" the game in order to play it. It's like tearing up Magic cards that are removed from the game. But again, that's probably just me.May 31, 2012
- Yes, you do change the game, but whether you consider that "destruction" is a matter of taste. For example, in the very first game, you have a choice of two faction power stickers to put on your faction card. The one you don't choose is torn up and thrown away. Is that sticker destroyed? Yes. Is the game destroyed? No.
Rob Daviau has described the game as being about 90% designed, with the players making the last decisions about how to arrange point values, terrain effects, and faction powers. When faced with a choice like the one above, I really feel like I'm creating the game.May 31, 2012
- I think it's the tearing up part I have issues with.May 31, 2012
- Indeed, it does weigh heavy on some players knowing that there is a path that will never be taken. I personally love it and gleefully shred those cards when asked to. (Which actually isn't that often.)May 31, 2012
- I was opposed to modifying my game until actually playing Risk: Legacy and ripping up my first card. For some reason that was a groundbreaking moment and changed my view of the entire thing. I'm now all for it and would love to see more Legacy style games.May 31, 2012