Matthew Zinno has taken to calling lore references "keyword salad," and I don't think he's wrong. The occasional use of lore to make a particularly neat card is cool. But the fact that we now have to study the lore of pretty much all cards pretty intently to see all the characteristics makes the mechanic feel slow and bloated. No single card is responsible for this, and most of the worst offenders were actually Decipher cards, but the cumulative effect is significant.
Worse: Design occasionally feels the need to put certain keywords on people where they have zero canonical support, because we needed to provide answers to
certain walls. This means we can't even rely on our knowledge of
Trek to tell us who's going to have which keywords; we have to actually read the lore, often many times. The paradigm case of this is
Ethan Novakovich, a Decipher card (a bad one!), but we've done
our fair share too (uh-oh two of those are from my sets -- and the last one's a UP link!).
So I'm as guilty of this as anybody -- check out
my contribution to making named-in-lore
way more of a universal thing than it used to be! -- but Matt has worn me down. I'm reasonably convinced we should back off of making new lore references for a while, and we should probably stop adding game-relevant characteristics that aren't
clearly justified by the story. What we have is fine, but it feels like time for a pause.
All of which is to say: you should give some love to some characteristics that
don't rely on lore!
My nominee?
Special equipment! There's so many special equipments that only show up on a few cards, can't be added to others, are only referenced in a couple places, and/or have built-in rules that would be nice to offload. Energy Dampener! Solar Sail! Invasive Transporters! Particle Scattering Device! I already said Solar Sail but I'm saying it again! Holographic Skin! There's some cool design space to be explored down in the ship equipment box.
And it doesn't require anybody to go digging through lore to toss a "keyword salad."
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