jeudi 26 septembre 2013

Warhammer Quest Review

Role-playing games generally imitate classic tabletop tropes at their core, but even by those standards Warhammer Quest sticks with tradition more closely than most. It’s true to its tabletop namesake, through and through. Those roots make for a deep and lengthy quest that was easy to become engrossed in, but the underlying systems should have imitated a smarter dungeon master.


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The dungeons, which compose the bulk of the adventure, are randomly generated. However, these random iterations don’t offer enough variation. Each dungeon consisted of two-tile hallways that led to larger rooms full of enemies, which then led to another two-tile hallway. This connection between large encounter rooms desperately needed more variety. This restricted movement in such a way that my strategy became rote: two tanks in the front, long-range in the back, moving forward square by square until I hit a band of enemies. Moving each character individually, it struck me, is this the sort of thing that would be less annoying if I had a real set of friends to move their own pieces? Moving all four myself, one by one, grew tedious.


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via IGN All http://feeds.ign.com/~r/ign/all/~3/5DPpbOSLK3Y/warhammer-quest-review

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