Re: ThreeFort - Experimental game - Design pretenders
I did have some concern about the water provinces and as I recall tried to give the starting position without access some additional terrain types to give them a slightly higher starting gem income. But it would have been better to give that position more than I did. I also figured the water provinces would end up being fought over more than has been the case.
I was hoping for 6 nations and I think it would have helped the situation but of course it's still possible that four nations would square off and two would end up at peace, building their strength.
In retrospect, I think I should have created a game to test the core idea of the changes to spells instead of changing so many things at once. I like the idea of a game where magic doesn't proceed past the mid-game. A game where it doesn't end up being all about SCs and master enslave and where national troops and mages have a role to play throughout. Perhaps if I had just focused on this there would have been more interest in the game.
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