I founded the Indie Game Reading Club in 2010. I've written and developed RPGs since the mid-90s, now I mostly talk about playing them.
View all posts by Paul Beakley
17 thoughts on “It begins.”
What’s the skinny on difficulty level of this one? Unless you are a hardcore Grognard, GMT doesn’t aim its text at those of us with less-than-average comprehension of wargame speak.
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looks sexy
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This looks intriguing.
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I’ve heard it’s on the less-complex side. Not an easy game in any case! Harder than a social bluffing game or Pitchcar, way easier than classic hex-and-chit. I feel like they’re easier than a traditional rpg.
Fire in the Lake is, I believe, intended to be the high water mark.
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Hah, you’re all over this already. Should have checked before plussing you into where I just saw it 🙂
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Oh god.
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Those are some shiny cubes.
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It shall be mine
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One day I’ll run away to a COIN sect where the games were played all the time. Until then I will be needing details, Mr. B.
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Neil Robinson I wrote a long thing about COIN a few weeks back. Did you see it?
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Paul Beakley probably, but I will trawl through your post mountain to make sure.
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I’m only familiar with Sekigahara from GMT. How do the COIN games compare, complexity-wise?
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Less.
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Less?
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Answer Jürgen Mayer for yourself if you have a more detailed answer, Ralph Mazza.
Tbh I’m not that familiar with Sekigahara. Played a few rounds at a game store once I think.
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Both games have a steep learning curve because they are such a radically different departure from any other games.
Once that learning curve is mastered, Sekigahara is the least complex game, by a fairly wide margin.
One offsetting feature, is that Coin games are semi-team games, so to the extent having a quasi-partner to talk strategy with makes the game easier, that’s a point in COIN’s favor. But even then there are a lot more moving parts to juggle in a COIN Game.
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You know what? Yeah…I totally forgot that Sekigahara is one of those fog of war block games. I had uh…a completely different game in mind.
So yeah, COIN is trickier than block games. Despite being narrative focused, they feature mechanically precise triggers to make things happen and that can be onerous in play.
What’s the skinny on difficulty level of this one? Unless you are a hardcore Grognard, GMT doesn’t aim its text at those of us with less-than-average comprehension of wargame speak.
looks sexy
This looks intriguing.
I’ve heard it’s on the less-complex side. Not an easy game in any case! Harder than a social bluffing game or Pitchcar, way easier than classic hex-and-chit. I feel like they’re easier than a traditional rpg.
Fire in the Lake is, I believe, intended to be the high water mark.
Hah, you’re all over this already. Should have checked before plussing you into where I just saw it 🙂
Oh god.
Those are some shiny cubes.
It shall be mine
One day I’ll run away to a COIN sect where the games were played all the time. Until then I will be needing details, Mr. B.
Neil Robinson I wrote a long thing about COIN a few weeks back. Did you see it?
Paul Beakley probably, but I will trawl through your post mountain to make sure.
I’m only familiar with Sekigahara from GMT. How do the COIN games compare, complexity-wise?
Less.
Less?
Answer Jürgen Mayer for yourself if you have a more detailed answer, Ralph Mazza.
Tbh I’m not that familiar with Sekigahara. Played a few rounds at a game store once I think.
Both games have a steep learning curve because they are such a radically different departure from any other games.
Once that learning curve is mastered, Sekigahara is the least complex game, by a fairly wide margin.
One offsetting feature, is that Coin games are semi-team games, so to the extent having a quasi-partner to talk strategy with makes the game easier, that’s a point in COIN’s favor. But even then there are a lot more moving parts to juggle in a COIN Game.
You know what? Yeah…I totally forgot that Sekigahara is one of those fog of war block games. I had uh…a completely different game in mind.
So yeah, COIN is trickier than block games. Despite being narrative focused, they feature mechanically precise triggers to make things happen and that can be onerous in play.