Difference between revisions of "Talk:Avoiding Dead Ends"
(Created page with "=='Mechanical Neglect' section?== I was actually thinking of writing something similar to this lol, I'm glad that you've gotten to it. I'd like to add that not giving it any p...")
Revision as of 07:16, 28 April 2020
'Mechanical Neglect' section?
I was actually thinking of writing something similar to this lol, I'm glad that you've gotten to it. I'd like to add that not giving it any proper mechanical direction can also sink it, although this could fit in the 'unexplained vision' thing too? For example, the cases where the Emperor becomes too enamored with the aesthetic they're aiming for, for the dynasty and neglect mechanical design/direction. I believe that was part of the reason that my Katamari dynasty, Tyguy's Enneagram dynasty, card's Immortal dynasty and Duke's Parallel Universe dynasties failed. They didn't have any central 'game' to play (or it just wasn't fun). Meanwhile, dynasties with very simple but fun central mechanics, with themes that aren't nearly as bohemian or interesting; have thrived.
I know of just one case where the dynasty was getting mechanically boring but it picked up again, and it was Sphinx's dynasty. It started out with 'freezing' rules and other rule-affecting rules but no actual inner meat for the game yet (something I feel happened similarly with Duke's, no inner meat despite the rule-affecting rules being exquisitely developed) until we decided to go off the rails and we Tokyo drifted into a Mafia direction and things got a lot more interesting and engaging.