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District Dice's avatar

This is really interesting. Thinking out loud, is there an argument to state social interaction as part of the rules? Or at least state their effects up front?

If the issue with kingmaking comes to some degree from it not being in the mechanics of the game but, more from the players playing. If it was stated in the rules that social interaction was an embedded part of the gameplay, could it help set expectations?

Would that be enough to prompt a player looking for fun in their mastery of the mechanics to think of social interaction as part of said mechanics, giving them another tool to play with, rather than against?

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Alex Tzakis's avatar

Another excellent write up. Root has been my #1 game for years, but I've got friends who I can't get to play it anymore. Cole is probably also my favorite game designer to follow and read thoughts of.

I know people can really take the kingmaking thing hard and as a big negative. I feel like the variance of the factions of Root keeps it worth playing every time to see what will happen.

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