Quote:
Originally Posted by Heffe
1. The older versions felt much more open-ended and narrative driven - I think the older versions just felt like you could go anywhere, do anything. The sky was the limit. I don't know if it's the rules for strategic play, the hex map, the encounter cards, or the limited knowledge about what's happening in the rest of the world, but so far it feels like the new edition is slightly restricting in that regard. As a result, I'm using the world setting and more open narratives/modules of past editions.
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This is my impression as well. I haven't had a chance to actually use the system yet due to other project priorities, but from reading it, it feels like the dev team had a very specific outline with a list of "game must do
this" priorities, and any mode of play not on that list was not worthy of word count. It's tight design for a game that, for all its hexcrawl promise, doesn't actually seem built for true sandbox play. It's more... scripted.
- C.