Quoting MagicwillNZ, reply 140
Yep, Sauron persisted for narrative/storytelling reasons, not gameplay ones..
Can't channelers persist for story reasons?
Quoting MagicwillNZ, reply 140
The generic version of this argument is "making subsystem X more complex will be more fun and interesting". We already had it with the economic system (and it seems we'll have it again), we'll have it with magic, with combat, etc. The game is pretty complex as written in paper right now, wait a little before adding more options.
Fair enough, although this seems to me a game flow issue than a complexity issue, since I think this has a whole variety of different ways to handle it, both simple and complex.
I think people are concentrating too much on what makes a good fantasy novel and not what makes a good fantasy game. Something that was really, really cool in a fantasy novel might be a game breaking feature for a game.
Fantasy novels are scripted and follow a definitive path. Fantasy based strategy games don't. If sovereigns are as frail as it sounds like they may be, 9 out of 10 times, they will not die gloriously or meaningfully like they do in fantasy novels. Anyone who has played hardcore D&D (without any DM interventions on the player's behalf) will find that most often, the protagonists don't usually die when the stakes are the highest or at the moment where their death will be the most poetic. Instead, they end up in a pit of spikes halfway through an adventure or get eaten by a troll that wasn't even a major villain.
I disagree. First of all, there are great works of fantasy where important characters die more readily than a DnD character would (read Song of Ice and Fire). Secondly, I think Elemental has elements of storytelling in it. Part of the objective with Elemental is to build an interesting fantasy world. Frogboy almost wrote a fiction generator with Gal Civ II, so I actually think Elemental is built with storytelling in mind.
I think that really the core issue is the tone. If the setting was darker or less magical, then I'd totally be for Death is the End. I play Linley's Dungeon Crawl, so I'm used to it. Correct me if I'm wrong, but I think Elemental is heavily inspired by LotR. If the game actually played like LotR, then that's a really good game. Similarly DnD, hardcore or not, would be boring if it didn't tell a story. At least, I would be bored.
In addition, I think a good game tells a good story. So I do actually think that things that make novels good would make games good... after all, stories and games are both supposed make conflict interesting. The reverse is not true. Checkers would make a terrible novel.