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Re: Piecepack: Plain Jane?
- To: piecepack@yahoogroups.com
- Subject: Re: Piecepack: Plain Jane?
- From: "Matt Worden" <Brykovian@...>
- Date: Fri, 12 Sep 2003 13:59:58 -0000
- In-reply-to: <20030912114813.35383.qmail@...>
- User-agent: eGroups-EW/0.82
Ed Thorn <prophesor@y...> wrote:
> Way back when I joined this list, I had thought how
> some of the games could stand alone, that they might
> have flashy custom tiles and coins made, with imagery
> on them that matched the individual game.
>
> Now, if that imagery didn't _break_ the piecepack
> spec, what you'd have is a sexy piecepack-based game
> to bait the eye-candy crowd with, and then once
> they're at the table (and have played the game, gotta
> be fair...) explain how the same pieces can be used to
> play dozens of other games.
The solution from one angle happens to be the problem from another.
The idea of generic components *makes* the piecepack what it is --
versatile. But I can understand that people might get scared off by
having to "paint a theme" onto those components in their own mind in
order for a game to work for them.
Now, the problem with what the prophesor is suggesting is how to make
the piecepack more sexy -- specifically for a single game -- but
still allow it to be generic enough to play? For example, if you
were to make a "Froggy Bottom"-focused piecepack set (replacing the
generic pawns with colored frogs, giving the coins a definited
lilypad look, etc.), wouldn't it make using that piecepack for other
games more difficult? The players would have to "ignore" the
purposeful theme of the "sexed-up" piecepack in order to apply the
new game's theme in their head.
-Bryk