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Rules Questions / Re: Possession/Outpost
« on: February 12, 2013, 03:58:43 pm »I know Donald X has said he always thought Possession was worth the complexity but, man, when I saw that FAQ in the rule book (before I even found ds.com), I immediately thought "this FAQ ALONE says this card is a bad idea". IMO, it's an un-creative idea that adds a ton of complexity and very little depth. Plus, even after that wall-of-text-FAQ, the most involved and dedicated players still find questions to ask about it... Yech... I never even bothered sleeving my IRL copies.
I probably sound like I'm railing against Donald, but I don't intend that. He made an amazing game and the fact that I can just omit Possession from my own games is part of that. I just really don't understand why that card made it into the final game.
It's definitely a weird card, but why would you say it's "uncreative" and "adds very little depth"? It not an easy card to use right, and it can completely change the game. It's definitely a weird card rules-wise and interaction-wise, but I wouldn't say it's uncreative, and it definitely adds a good bit of depth.
I would say uncreative because I, personally, find it to be obvious. More-objectively, there's nothing unique to Dominion about it. You could put "steal a turn" in every game that has turns.
In a similar way, Smithy is also uncreative. You could put "draw cards" in every game that has cards. But I like Smithy and think it has a fine place in the game, especially as part of the base set; lack of creativity isn't the only reason I dislike Possession.
I say adds very little depth because, IMO, it discourages creativity. Limitations should create trade-offs instead of cutting out strategic options. Possession has no in-game counter (it's not an Attack), so the primary counter strategy is to play simpler. Avoid powerful engines and megaturns as they could be used against you. And if the winning engine on the board is still faster than Possession, then Possession was a wasted card in the kingdom. Its fundamental competitive purpose is to counter a strategy slower than itself.
So, in my view, it's not adding much strategically. I get that it adds flavor and Timmy players like it and, yes, that it can be used to great effect. But it's also a single card that temporarily and fundamentally alters what things like Trash and Gain mean. No single card is worth that, IMO.
But the most unfortunate thing to me is that Possession takes a slot in a limited line-up of cards. That's really what I was trying to say when I said "I just really don't understand why that card made it into the final game". That's a slot that could have been used for something way cooler, IMO. For my definition of cooler.
I probably sound like I'm railing against Donald, but I don't intend that. He made an amazing game and the fact that I can just omit Possession from my own games is part of that. I just really don't understand why that card made it into the final game.I wanted Alchemy to have some exotic stuff because of the flavor, and I wanted it to have something really exciting because I always want that. Possession was exotic and exciting. There are people who hate it, and don't play with it; there are also people who cite it as their favorite Dominion card. As always the people who love it wouldn't have it if it wasn't in the set, the people who hate it can often leave it out, and if there were no hated cards there would be no loved cards.
The FAQ is a monster, for sure, I would like that to be simpler. Most of it comes down to "yes really" though.
Thanks, Donald X. I didn't mean to summon you to defend Possession.