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« on: December 03, 2011, 03:55:52 pm »
Yeah, well, maybe "completely the wrong way to go about it" was too harsh, and at the end of the day if the cards are good when it's all said and done then how you got there doesn't matter. However, you hit on the key point when you say "work hard enough to make it work" - it's much trickier to make cards that work from that direction, hence why rats is being such a problem.
I'm pretty sure though that most people would agree that the flavour in Dominion is minimal and it's the mechanics that make it so addictive - frankly, the game could be about just about anything at all, most of the time the people I play with barely consider what the cards actually represent. Compare to something like Pandemic which is absolutely bursting with theme - sure you could translate it to other themes, but the petri dishes, the world map, the scientific roles, all of it, accentuate it and give it a ton of flavour.
So it's because of this that with dominion the mechanical interactions of the cards are of prime importance so that they aren't outclassed by the existing set (that's a big ask though), and so nailing the mechanics should, in my opinion, be the main priority and first port of call. Would I like the game to be super themey? Sure. But the mechanics of it just don't promote that (though to be honest, a little italic line of flavour text on each card could've been a great addition to this game if done right). Still, after it's all said and done, I'm never going to play with these - nothing personal, I'm just not about to make a set of random people's fan cards - so whatever floats your boat really. We can all say the cards are great and fine as they are, which would be banal and pointless. Or we can all not get into strong disagreements about these cards and methods, but then you'd probably have a half-empty thread with some tepid critique that peters out. *shrugs*