Old school, indeed. Are you going to roll dice for combat or just throw rocks at your miniatures?
I'm not familiar with DitV, so I'm curious about the valuation process from a general game theory perspective. Is there some visible marker or indicator (like "strength points" or "cash value"), or is resource distribution generally clear to everyone throughout play?
Regarding the "tech advantage" between the Romans and the Celts, or even the Goths, I wouldn't be in such a hurry to turn to fantasy magic or psychic powers to turn the tide for the barbarians. The locals would always have an advantage on resources and generally have the option to abandon combat -- invaders must carry what they use and must remain a continual target. Social advantages can be aligned to create as difficult a confrontation as possible, with guerrilla tactics used to generate large expenses for the invading force.
Dogs in the Vineyard is one of the finest games to come out of the Indie movement.
The key innovation is that the risks the characters run are effectively self chosen. You can't face lethal damage unless you as a player make the choice that the stakes at hand are worth that risk to the character. And, yes, there is a lot of open information in the game.
I find it to be perfect for any case where the central theme of the game is any variant on "what price would you pay".
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I'm not familiar with DitV, so I'm curious about the valuation process from a general game theory perspective. Is there some visible marker or indicator (like "strength points" or "cash value"), or is resource distribution generally clear to everyone throughout play?
Regarding the "tech advantage" between the Romans and the Celts, or even the Goths, I wouldn't be in such a hurry to turn to fantasy magic or psychic powers to turn the tide for the barbarians. The locals would always have an advantage on resources and generally have the option to abandon combat -- invaders must carry what they use and must remain a continual target. Social advantages can be aligned to create as difficult a confrontation as possible, with guerrilla tactics used to generate large expenses for the invading force.
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The key innovation is that the risks the characters run are effectively self chosen. You can't face lethal damage unless you as a player make the choice that the stakes at hand are worth that risk to the character. And, yes, there is a lot of open information in the game.
I find it to be perfect for any case where the central theme of the game is any variant on "what price would you pay".
Reply
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