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Matt

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Matt last won the day on May 25 2016

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About Matt

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  1. I understand that completely. I sleeve the cards for a lot of my games and do everything I can to keep the games as pristine as possible. I probably sat there for a couple of minutes before I finally I ripped up the first card. When we finished the game I did throw it away. We talked about whether we thought it was a ploy or not. But after we finished the first season every player loved it and said they thought it was a good idea. I am the 3rd person out of the original 4 to go back and play it with another group. When we try out a new game the first question is usually about whether it is a legacy style game or not. If you ever decide to play it, please let me know what you think. If anyone ever wants to play a Legacy game and don't want to throw it in the trash, then you should try Charterstone. In it you use stickers and modify the board in the campaign. The neat thing about it is you are creating a village, so when you are done with the campaign you can continue to play it as long as you want. The rules and setup for your village are unique to your version of the game.
  2. Has anyone played Pandemic Legacy? Season 1 is probably the best board game experience I have ever had.
  3. I got the books, but haven't had a chance to read them yet. I'll post back with thoughts when I can.
  4. When someone creates a game it is set to active by default. This setting controls whether it is displayed on the forum page. If your game ends or will go on hiatus, you can set it to inactive to remove it from the homepage. If you decide to start you game back up you can set it to active at any time. On the game's main page there is a button on the right side labelled "Manage Game." If you click that it will open a drop down menu. In the drop down menu select "Edit Game Settings." The Edit Game Settings popup will have an option for status, which has values of active or inactive. Just click the one you want and hit save to change the setting. When I changed the games app earlier this year it did not copy over the game owner, so many of the old games currently have the site as the owner. If you created a game and want to bring it back into active state and you are no longer listed as the owner, please PM me with the game name and I'll will switch ownership back you to. Please let me know if there are any questions.
  5. I don't know that Solo looks good, but I did enjoy the Arrested Development treatment.
  6. Titan, I restored the missing post. This file could also be of interest:
  7. Ian, thanks for all that you have done over the years for the Trinity Continuum.
  8. You can get it used on Amazon for $14 including shipping here: http://amzn.to/2CF3Kyp
  9. Thanks for letting us know Ian. I just backed.
  10. Version 1.0.0

    65 downloads

    The evolution of the Storypath system is tied to our work on Trinity: Continuum, a world of hope, heroism, and peril, and Scion, a world where the children of the old gods walk the earth. Early on, we found that both new editions of these games had similar system needs, because their characters are larger-than-life and fight in epic battles on a grand scale. We knew we needed a system that could accommodate everyday citizens on the street, superheroes soaring above skyscrapers, and gods of the sun and sky, but we also wanted rules to help facilitate the connection between the player-characters, their organizations (Allegiances for Trinity and Pantheons for Scion), and their values. To move forward, however, we needed to take a step back, because the first editions of Trinity: Continuum and Scion used custom variants of the Storyteller System which powered Vampire: The Masquerade and other classic White Wolf games. Despite the differences between those variants, however, at its core the Storyteller System was designed chiefly as a horror game for creatures that could be effectively fought by human opponents. In other words, the Storyteller System is great for vampires, but it didn’t excel at portraying superheroes…or gods! To us, this meant that the stories of these action-adventure games were hindered by their original systems. The Storypath System was designed as a new set of rules, inspired by the legacy of the Storyteller and Storytelling Systems, in addition to other story-centric rules. The Storypath System keeps the focus on narrative, story-built play, and action-adventure. It also draws inspiration from a number of other influences that focus on a cinematic high-octane action and storytelling, as well, to create a streamlined experience for epic stories. Within these pages, you’ll find a preview of the rules and examples for both Scion and Trinity: Continuum. We hope you enjoy the new Storypath System and are inspired to roll the dice and tell great stories! - Onyx Path Design Team
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