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Star Wars: The Card Game
Take command of a Rebel strike force in the Star Wars universe!
Moderator: FFGMarkFFGStuart Topics: 619 | Posts: 7697
Standalone Co-op Game . . . thoughts?
Published on 07 March 2012 - 10:38:21
Page 4 of 5 (63 messages) « First page... 2 3 4 5 ...Last page »
Reply #46 | Published on 19 June 2012 - 06:10:53

Mattr0polis said:

 

MarthWMaster said:

Basically, if they are going to turn it into a PVP game, why do anything less than one of the best CCGs of all time?

 

 

Amen! Which is why it had better be cooperative/solo!

Reply #47 | Published on 20 June 2012 - 07:59:18

 Being misquoted is less fun than it seemed it would be… :S

"Truth has power. And if we all gravitate toward similar ideas, maybe we do so because those ideas are true…written deep within us. And when we hear the truth, even if we don't understand it, we feel that truth resonate within us…vibrating with our unconscious wisdom. Perhaps the truth is not learned by us, but rather, the truth is re-called…re-membered…re-cognized…as that which is already inside us."   Peter Solomon, The Lost Symbol

Reply #48 | Published on 21 June 2012 - 06:25:55

EDIT: Okay, it's been about 3 minutes since I wrote a smart-mouthed, self-justifying response, and decided to delete it to say, "Sorry Marth." You've got your desires for this game and I've got mine. I'm sorry my quotation of your previous response was regrettable to you.

Reply #49 | Published on 21 June 2012 - 14:49:03

 LOL, it's okay. I think this forum could use some work.

I actually don't really like the idea of the company bringing back SWCCG, as much as I admit that it would probably be a good move for them from a business standpoint. Whatever game they come up with, I want it to be Star Wars, through and through. Neither Decipher's nor Wizards' game did that for me, and I think it has to do with the fact that neither system was designed from the ground up to convey a uniquely Star Wars feel. Whether it's co-op or PvP, or some mix of the two, this trait is of paramount importance to me, that it takes me into that universe. This is one of the things that had a tendency to disappoint me about Call of Cthulhu, but that I praised about A Game of Thrones. Cthulhu does not adequately express the tone of the setting it's meant to depict, but Thrones captures it beautifully. Never have I seen a CCG that so expertly weaves elements of the mythos into its core gameplay. From the choices between challenge types, to the sub-theme of Kings having abilities that only function if there is no other claimant in play, everything about AGoT makes me feel as if I'm playing a game that's retelling the saga of the book series, albeit with a different continuity.

Here are some themes that I think express Star Wars particularly well, and should be reflected in any system built around the setting:

  • The Force moves through all things. Even if it can't be seen by non-Force-sensitives, it is ever-present, guiding the course of events to either the light side or the dark side.
  • The Empire has far greater might than the Rebellion, and is able to frighten worlds into submission with the threat of its massive fleets. Effectively, the Star Destroyers themselves wield political influence, merely by being present.
  • The Rebellion is weak, but is growing stronger as it secures alliances with sympathetic worlds. What it lacks in brute strength, it makes up for in its tenacity, being all but impossible to stamp out of existence entirely. Their war against the Empire will always be a long-fought battle, but should become easier as they develop stronger ties with the groups opposed to the Empire's existence. Thus, a typical game ought to favor the Rebellion the longer they survive.
  • Heroes and villains are at the core of the saga. Though both Rebellion and Empire alike employ large numbers of conscripts, it's the named characters who dominate the scene. Though it should be possible to build a deck entirely around mooks (especially for the Imperial player should there be that option), design should be built to encourage the use of unique characters. Also, given the fact that death is a somewhat minor theme in the saga, there should not be a separate "dead" pile in Star Wars like there is in Thrones. Again, the latter setting is all about bad stuff happening to your favorite characters, and so having a dead pile suits that game, but the same thing would be wildly inappropriate for a Star Wars game. I suppose there could be a card called "Noooooo!!" that removes a killed character from the game, but this would be a card effect, not a base function of the system.

"Truth has power. And if we all gravitate toward similar ideas, maybe we do so because those ideas are true…written deep within us. And when we hear the truth, even if we don't understand it, we feel that truth resonate within us…vibrating with our unconscious wisdom. Perhaps the truth is not learned by us, but rather, the truth is re-called…re-membered…re-cognized…as that which is already inside us."   Peter Solomon, The Lost Symbol

Reply #50 | Published on 21 June 2012 - 15:51:17

MarthWMaster said:

.

Here are some themes that I think express Star Wars particularly well, and should be reflected in any system built around the setting:

  • The Force moves through all things. Even if it can't be seen by non-Force-sensitives, it is ever-present, guiding the course of events to either the light side or the dark side.
  • The Empire has far greater might than the Rebellion, and is able to frighten worlds into submission with the threat of its massive fleets. Effectively, the Star Destroyers themselves wield political influence, merely by being present.
  • The Rebellion is weak, but is growing stronger as it secures alliances with sympathetic worlds. What it lacks in brute strength, it makes up for in its tenacity, being all but impossible to stamp out of existence entirely. Their war against the Empire will always be a long-fought battle, but should become easier as they develop stronger ties with the groups opposed to the Empire's existence. Thus, a typical game ought to favor the Rebellion the longer they survive.
  • Heroes and villains are at the core of the saga. Though both Rebellion and Empire alike employ large numbers of conscripts, it's the named characters who dominate the scene. Though it should be possible to build a deck entirely around mooks (especially for the Imperial player should there be that option), design should be built to encourage the use of unique characters. Also, given the fact that death is a somewhat minor theme in the saga, there should not be a separate "dead" pile in Star Wars like there is in Thrones. Again, the latter setting is all about bad stuff happening to your favorite characters, and so having a dead pile suits that game, but the same thing would be wildly inappropriate for a Star Wars game. I suppose there could be a card called "Noooooo!!" that removes a killed character from the game, but this would be a card effect, not a base function of the system.

Yes x 1000

Without Signature
Reply #51 | Published on 21 June 2012 - 16:22:30

herozeromes said:

MarthWMaster said:

.

 

Here are some themes that I think express Star Wars particularly well, and should be reflected in any system built around the setting:

  • The Force moves through all things. Even if it can't be seen by non-Force-sensitives, it is ever-present, guiding the course of events to either the light side or the dark side.
  • The Empire has far greater might than the Rebellion, and is able to frighten worlds into submission with the threat of its massive fleets. Effectively, the Star Destroyers themselves wield political influence, merely by being present.
  • The Rebellion is weak, but is growing stronger as it secures alliances with sympathetic worlds. What it lacks in brute strength, it makes up for in its tenacity, being all but impossible to stamp out of existence entirely. Their war against the Empire will always be a long-fought battle, but should become easier as they develop stronger ties with the groups opposed to the Empire's existence. Thus, a typical game ought to favor the Rebellion the longer they survive.
  • Heroes and villains are at the core of the saga. Though both Rebellion and Empire alike employ large numbers of conscripts, it's the named characters who dominate the scene. Though it should be possible to build a deck entirely around mooks (especially for the Imperial player should there be that option), design should be built to encourage the use of unique characters. Also, given the fact that death is a somewhat minor theme in the saga, there should not be a separate "dead" pile in Star Wars like there is in Thrones. Again, the latter setting is all about bad stuff happening to your favorite characters, and so having a dead pile suits that game, but the same thing would be wildly inappropriate for a Star Wars game. I suppose there could be a card called "Noooooo!!" that removes a killed character from the game, but this would be a card effect, not a base function of the system.

 

 

Yes x 1000

Co-sign. 

Why… are these boards… so… slooooooow?

Reply #52 | Published on 22 June 2012 - 05:46:59

 The part I like best about the idea is the part about different worlds. What you mentioned about the Imperials controlling worlds through might and the Rebllion trying to use diplomacy to win over allegiances. It would be cool to see a game that had galaxy-wide control mechanics as well as battles on the individual worlds. Sounds like a lot, but most hobby games are complex anyway.

Reply #53 | Published on 22 June 2012 - 07:51:19

Budgernaut said:

 

 The part I like best about the idea is the part about different worlds. What you mentioned about the Imperials controlling worlds through might and the Rebllion trying to use diplomacy to win over allegiances. It would be cool to see a game that had galaxy-wide control mechanics as well as battles on the individual worlds. Sounds like a lot, but most hobby games are complex anyway.

 

 

That's actually one thing I've been very much hoping for. I think it would work best as a stack of cards, so that new worlds could be introduced over time, like they've done with the story cards in Call of Cthulhu.

"Truth has power. And if we all gravitate toward similar ideas, maybe we do so because those ideas are true…written deep within us. And when we hear the truth, even if we don't understand it, we feel that truth resonate within us…vibrating with our unconscious wisdom. Perhaps the truth is not learned by us, but rather, the truth is re-called…re-membered…re-cognized…as that which is already inside us."   Peter Solomon, The Lost Symbol

Reply #54 | Published on 22 June 2012 - 14:32:27

MarthWMaster said:

Budgernaut said:

 That's actually one thing I've been very much hoping for. I think it would work best as a stack of cards, so that new worlds could be introduced over time, like they've done with the story cards in Call of Cthulhu.

Then it would incorporate the idea of discovering new worlds as you move out from the bright center of the universe. Or re-discovering the planet that's farthest from it.

Without Signature
Reply #55 | Published on 12 September 2012 - 17:20:37

Last week they announced a standalone Game of Thrones card game, and now there appears to be a Hobbit standalone card game. Both are card games belonging to the IP of an FFG LCG, but they aren't connected to those LCGs. It's starting to seem really likely that they'll go ahead and make a Star Wars standalone card game. I wonder if it will be a streamlined adaptation of the original LCG. Then they could just make expansions for The Empire Strikes Back and Return of the Jedi and be done with it. Definitely something I'd be on board with.

Reply #56 | Published on 12 September 2012 - 17:25:43

Budgernaut said:

Last week they announced a standalone Game of Thrones card game, and now there appears to be a Hobbit standalone card game. Both are card games belonging to the IP of an FFG LCG, but they aren't connected to those LCGs. It's starting to seem really likely that they'll go ahead and make a Star Wars standalone card game. I wonder if it will be a streamlined adaptation of the original LCG. Then they could just make expansions for The Empire Strikes Back and Return of the Jedi and be done with it. Definitely something I'd be on board with.

As would I!!!!!

Without Signature

Reply #57 | Published on 12 September 2012 - 20:22:42

Budgernaut said:

Last week they announced a standalone Game of Thrones card game, and now there appears to be a Hobbit standalone card game. Both are card games belonging to the IP of an FFG LCG, but they aren't connected to those LCGs. It's starting to seem really likely that they'll go ahead and make a Star Wars standalone card game. I wonder if it will be a streamlined adaptation of the original LCG. Then they could just make expansions for The Empire Strikes Back and Return of the Jedi and be done with it. Definitely something I'd be on board with.

 

If your speaking of the new Hobbit Over Hill and Under Hill product, it isn't quite stand alone. Its simply a more narrative driven campaign arch for the LotR LCG. It requires the base game in order to play it. That being said, I would totally imagine they may do similar things for the movies and other popular story arcs. 

 
Reply #58 | Published on 12 September 2012 - 20:50:33

Damoel said:

If your speaking of the new Hobbit Over Hill and Under Hill product, it isn't quite stand alone. Its simply a more narrative driven campaign arch for the LotR LCG. It requires the base game in order to play it. That being said, I would totally imagine they may do similar things for the movies and other popular story arcs. 

I believe this is what was being spoke of;

http://www.fantasyflightgames.com/edge_news.asp?eidn=3555

Get your daily t-shirt fix at www.shirtpunch.com

Reply #59 | Published on 12 September 2012 - 21:02:39

 Yup, that was not showing on the front page for me at the time, oops!

 
Reply #60 | Published on 13 September 2012 - 10:38:35

Here's hoping! I would be super pumped if they did a solo/co-op standalone game.

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