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Originally Posted by Bravo I did. Top of page 2. It's a good game but if you're gonna play something like that you may as well go the whole hog and play D&D. |
If the way you're playing Talisman (a competitive, on-rails, straight-out-of -the-box board-game) looks anything like the way you 're playing DnD (a co-operative, off-rails, "these books are just guidelines" RPG) you might be doing something wrong ;p
My major complaint with Talisman is that it takes the worst feature of traditionally maligned games like Risk or Monopoly and makes it considerably worse; Talisman makes "winning" a relative, rather than absolute state, and then goes far out of its way to create balance between competitors.
In Risk, your board position cannot be assessed by how many troops or territories you have, only by how many more of each you have than the average opponent. What looks like a stronger army in an absolute sense may only mean more rolls to deal with if everyone else is similarly strong. Similar things can be said about Monopoly, but not, for example, Settlers of Catan (when you're closer to winning at 8 points than you were at 2 regardless of where everyone else stands).
Under these systems the game can only really be in two states: there can be a strict balance and hours left to play, or a very noticeable imbalance as the game draws to a close. Neither state is particularly fun; a majority of players are always either watching the clock, wondering how the hell they got into this, or far behind struggling to deal with a much stronger opponent.
Now in both Risk and Monopoly, the leading player is rewarded in proportion to their dominance, so once the game enters the imbalanced state it's at least going to be over fairly quickly (usually). In Talisman, the rewards for being in front of the pack are fairly meager, and it's not common for 6 or 7 clear front-runners to be dragged down in the course of the game. You spend even more time in the boring, stale-mated state than ever before, and that's just not good design.