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#BoardGames10x10

02.02. Ticket to Ride Legacy: Legends of the West

Well, THAT was quite the reversal (43 vs 13)! @peterdrake needed one more turn to lay down a key route, but I triggered the end of the game before he got to it. His dismay was exceedingly gratifying.

Spoilers, both photo and alt text, can be found behind the Sensitive Content warning.

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A reminder for those who donate to #BGG that you can get a Mastodon badge with one of your three free badge codes each year:

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My representative, Lori Chavez-DeRemer (R), sent out a survey of constituent priorities. Climate change and wealth disparity didn't even make the list.

haven’t told anyone to “just fucking google it” in a while

i haven’t suddenly become a better person, it’s just google doesn’t really work any more

Simultaneously raging against the machine and the dying of the light.

Up and at 'em, people! These rattles aren't going to trap themselves!

@the_moep You probably know more about it than me, but sometimes posts take a while to propagate.

Oh, you were guessing maybe "Canvas", "Event System", or "Immediate Mode GUI"? Very sensible, but wrong!

It takes you up a level, laterally, then down two levels to "Universal RP", because this page appears in (at least) two different places in the outline.

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So you're looking at this (very short) page in the Unity manual. Off to the right of this screenshot, there's a great big right arrow to take you to the next page as you're reading the manual. Where do you think that arrow takes you?

The standard dungeon crawl is problematically colonial: "We want these treasures, and if the natives try to stop us, we'll just have to kill them in self defense."

How can the story be tweaked to avoid this, while maintaining the action/adventure idea of solving problems through personal violence?

I guess the obvious answer is to ally the player characters with the oppressed rather than with the empire. Perhaps more interesting would be to have them *start* allied with the empire, then slowly turn up the wrongness until they switch sides.

@rosareven Huh. I see no reason why it HAS to be that way, although ttrpgs' roots in wargaming might make it the default. Either side could run away. Certainly it's common in movies for the fight to be interrupted and one side to learn things about the other before they meet again.

Of course, making peace is going to be difficult if you've been killing each others' loved ones...

The standard dungeon crawl is problematically colonial: "We want these treasures, and if the natives try to stop us, we'll just have to kill them in self defense."

How can the story be tweaked to avoid this, while maintaining the action/adventure idea of solving problems through personal violence?

I guess the obvious answer is to ally the player characters with the oppressed rather than with the empire. Perhaps more interesting would be to have them *start* allied with the empire, then slowly turn up the wrongness until they switch sides.

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