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275647 Posts in 27717 Topics by 4283 Members Latest Member: - otto Most online today: 56 - most online ever: 429 (November 03, 2007, 04:35:43 AM)
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Author Topic: How to Design a Fantasy Heartbreaker.  (Read 2620 times)
Hardpoint
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Posts: 51


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« Reply #30 on: August 04, 2003, 07:48:52 PM »

Quote from: contracycle
Additionally, I wanted to say we should not get carried away with the Heartbreaker label, having identified it.  Some derivative games may not be Heartbreakers because they do have a voice (a description I like a lot, btw), and some, like FATAL, are just fucked up.  But I think this has already been said and I agree with Jacks last post in all particulars.


This was all I was railing against in reality. My epiphany about the game's voice is all I needed to settle my own issues with my game and the perception that I was making a FH. I now know that, while some things are done similarly to others, and my setting may contain stuff more attuned to older gamers, I have a voice and I'm making damn sure it's heard in my text.

However, I've spent a great deal of energy here that is best put towards other pursuits right now, including my game (work as well), so you most likely not see my posts for a bit, but I'll be back. I've learned a lot in the last few days, spewed some fire, but also found my new energy. Now I have something to prove...that Realms of Wonder is not a FH, though if that ends up being the case...so be it. At least I will have completed my "rite of passage". Besides, I've got a sci fi game idea I'd love to resurrect too... :)
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