Through the use of a series of specific prompts, as drawn from decks of cards, you're supposed to come up with your own original story. It's called a "story-creation game", and that's as apt a definition as you can find. You're not trying to beat someone in this game. So Talecraft took me by pleasant surprise because, really, there's little, if any, competition. You still want to win by grabbing the treasure and getting back home, safe. But I still remember what it's like to play, and though the makers of such games as Dungeons and Dragons say that everyone wins in playing the adventure, you still feel like a loser when that wandering monster skewers you with his spear or when you fail that saving throw versus poison. Forced to choose between keeping up with my homework and playing, I chose the former, and put my characters and rule books away after the first semester. The last time I rolled the dice for a role-playing game, I was a freshman in college. Outside of sports, classic board games like chess and backgammon have specific goals for victory, as do younger but no less common games like Monopoly or Clue. ![]() You keep score, and at the end, when either time's up or enough sets, rounds, or innings have passed, the one with the most points, wins. The premise of a game, at least, the first that comes to my mind, is one of competition. Talecraft-it's a game, and yet, it's not.
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