Thread: PBW : Paranoia2
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Old November 27th, 2003, 07:21 AM
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Default Re: PBW : Paranoia2

I'm pointing out the weaknesses of the Last game, in case it saves some of the players of this game some grief later on. Seems like it'd be good to benefit from past experience. I'm not bitter about the Last game, though I did end up feeling like I wished I hadn't spent a lot of time playing the end game, because of the anticlimactic ending. The game was still interesting. I wouldn't've guessed that players would get so apathetic and suicidal and end the game for everyone else out of ennui or whatever it was. However I wouldn't be interested in playing a game with the same weaknesses. It seemed pretty clear to me that such a game should not have a way to easily perpetuate a target, meaning no clever but easy loopholes (such as trading an escort for a boarding ship stacked with a colony ship next to an empty planet). And, that the rules should be very clearly agreed on beforehand, especially as regards players who stop caring about trying to win, and just go and end the game. If it's a valid move to end the game by killing someone besides your target on purpose, shouldn't that be at least defined in the victory conditions? Does the player who ends the game in a loss on pupose lose worse for being responsible for it? Or do they get some sort of consolation prize, so killing anyone else can be seen as a secondary objective? Does the person whose target died really win, even if they weren't even nearby when it happened?

PvK
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