#560905
This may have been prompted by the reveal of the 2e Vidiian template, and a reminder how the one thing I like much better in 2e is the templates for personnel and ships.
In 1995, I bought my first pack of 1E. Magic was also on sale at the time. Those two are the juggernauts that are still going 27 years later. But if you pick up an average magic card now and compare to one from Alpha or Beta, it's clear the template has changes a lot.
Magic hasn't hesitated to play with the template as designs need it. On the other hand, a 1E personnel from today has the same limitations as Premier did, with he only possible differences being the restrictions box, and possibly a little smaller lore box.
So my question is two fold:
1. Has the CC ever considered stretching the templates to newer, modern designs that give them more ability to design? (Ships are the most limited. Once you add staffing, holodecks and clocking devices, there's not that much that lets a ship be special.)
2. What would the player reaction to this be? I'm not asking that the gameplay change or that the game become something it is not, but there's clearly times where the existing gameplay suffers somewhat due to lack of space to explain things clearly on verbs (like dilemmas especially), or differentiate 1 person with lots of skills from another.
Just a random question.
In 1995, I bought my first pack of 1E. Magic was also on sale at the time. Those two are the juggernauts that are still going 27 years later. But if you pick up an average magic card now and compare to one from Alpha or Beta, it's clear the template has changes a lot.
Magic hasn't hesitated to play with the template as designs need it. On the other hand, a 1E personnel from today has the same limitations as Premier did, with he only possible differences being the restrictions box, and possibly a little smaller lore box.
So my question is two fold:
1. Has the CC ever considered stretching the templates to newer, modern designs that give them more ability to design? (Ships are the most limited. Once you add staffing, holodecks and clocking devices, there's not that much that lets a ship be special.)
2. What would the player reaction to this be? I'm not asking that the gameplay change or that the game become something it is not, but there's clearly times where the existing gameplay suffers somewhat due to lack of space to explain things clearly on verbs (like dilemmas especially), or differentiate 1 person with lots of skills from another.
Just a random question.