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Good & interesting BGG blogpost on 5 Schools of Design
But because there's acceptance doesn't mean AT is dead, so I'm wondering what you consider it today from a design standpoint.
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I don't think mechanics can inherently be Euro/AT/German/whatever.Mad Dog wrote:
Consider a game like Eclipse (which I think is almost entirely AT).
Eclipse is practically the poster child of hybridization. I mean that in a good way. 90% of my forever shelf is hybrids and family games.
A lot of what people consider "modern AT" is actually hybrids. TI3 and most of the other FFG games are remakes/re-imaginings of older games but influenced by the Euro mechanics of their time.
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Maybe I define "drama" differently from you, but I love old-school German games *because* of the drama, something that most VP accumulation Euros lack (and make Princes of Florence and Puerto Rico look good in retrospect).Bull Nakano wrote: Every stupid game you listed has drama in ways German games like Settlers, TtR, and Ra could never have.
Settlers - feast; famine; monopoly; road cut off; trade tension; in-hand VPs
TtR - route cutoff (which is why I hate hate hate stations in Europe)
Ra - set collection competitions; end-of-round Ra race
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Bull Nakano wrote: So in the current day how would you describe AT then?
Bloody and wild, like ScrumBrawl or Cave Evil. These days Ameritrash to me has ridiculous and possibly horrible situations that piss me off in the best possible way. Rules overhead is OK if the rules make sense in the context of the game and don't get in my way as equalizing measures.
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Bull Nakano wrote: I don't think mechanics can inherently be Euro/AT/German/whatever.
Design philosophy might be a better term than mechanic. I don't really care though. These topics have been analyzed non-stop for the past decade on BGG. The truth is Euro, AT, and German games are just labels with no real meaning. Since everyone in the hobby has different definitions of them and because nobody outside the hobby gives a shit.
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