<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	
	>
<channel>
	<title>
	Comments on: The Siblings Trouble and the Wonders of Storytelling	</title>
	<atom:link href="https://gamewardbound.com/the-siblings-trouble-solo-first-impressions/feed/" rel="self" type="application/rss+xml" />
	<link>https://gamewardbound.com/the-siblings-trouble-solo-first-impressions/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=the-siblings-trouble-solo-first-impressions</link>
	<description>A Solo Board Game Blog by Jessica</description>
	<lastBuildDate>Fri, 21 Jul 2023 03:03:59 +0000</lastBuildDate>
	<sy:updatePeriod>
	hourly	</sy:updatePeriod>
	<sy:updateFrequency>
	1	</sy:updateFrequency>
	<generator>https://wordpress.org/?v=6.9.4</generator>
	<item>
		<title>
		By: Jessica		</title>
		<link>https://gamewardbound.com/the-siblings-trouble-solo-first-impressions/#comment-620</link>

		<dc:creator><![CDATA[Jessica]]></dc:creator>
		<pubDate>Tue, 07 Dec 2021 14:01:39 +0000</pubDate>
		<guid isPermaLink="false">https://gamewardbound.com/?p=6079#comment-620</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://gamewardbound.com/the-siblings-trouble-solo-first-impressions/#comment-619&quot;&gt;Phegnax&lt;/a&gt;.

Good question! For me, it&#039;s the story potential that makes me want to play again but the mechanics are built a little more for a single adventure. In other RPGs, you often have character progression or chapters that build off of each other. Here, the only connection is the ability to keep a treasure card for the next story, rather than randomly drawing at the start.

Is that enough to deter me from the game? Not really. I think there&#039;s some room for improvement in the creation of linked stories, or even a campaign. But we&#039;ll see: That expanded deluxe edition I mentioned is in the works and a little ways off, so who knows what might be in store!

What has me excited is the ability to craft a fun story like this in just about 30 minutes. Not easy to do with RPGs! It&#039;s quick-paced from beginning to end, but plenty of fun. I&#039;ve also only seen a small portion of the cards and look forward to seeing how different combinations work out!]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://gamewardbound.com/the-siblings-trouble-solo-first-impressions/#comment-619">Phegnax</a>.</p>
<p>Good question! For me, it&#8217;s the story potential that makes me want to play again but the mechanics are built a little more for a single adventure. In other RPGs, you often have character progression or chapters that build off of each other. Here, the only connection is the ability to keep a treasure card for the next story, rather than randomly drawing at the start.</p>
<p>Is that enough to deter me from the game? Not really. I think there&#8217;s some room for improvement in the creation of linked stories, or even a campaign. But we&#8217;ll see: That expanded deluxe edition I mentioned is in the works and a little ways off, so who knows what might be in store!</p>
<p>What has me excited is the ability to craft a fun story like this in just about 30 minutes. Not easy to do with RPGs! It&#8217;s quick-paced from beginning to end, but plenty of fun. I&#8217;ve also only seen a small portion of the cards and look forward to seeing how different combinations work out!</p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: Phegnax		</title>
		<link>https://gamewardbound.com/the-siblings-trouble-solo-first-impressions/#comment-619</link>

		<dc:creator><![CDATA[Phegnax]]></dc:creator>
		<pubDate>Tue, 07 Dec 2021 08:07:15 +0000</pubDate>
		<guid isPermaLink="false">https://gamewardbound.com/?p=6079#comment-619</guid>

					<description><![CDATA[Wow, this has me conflicted. The art, I like. And yes, I&#039;m a scuker for pretty games. What bothers me is &quot;Aside from the chance to keep a treasure card, there aren’t any compelling mechanical reasons to play again.&quot; Sounds a bit like a CYOA, where once you&#039;re through with it, there is no reason to try again. Of course I realize, that this is not a CYOA.

I don&#039;t understand the &quot;Aside from the chance to keep a treasure card&quot;-part though. Could you elaborate?

Also as a last question (you see, I&#039;m interested): No reason to play again and yet &quot;I can’t wait to return to play again.&quot; How so? :)]]></description>
			<content:encoded><![CDATA[<p>Wow, this has me conflicted. The art, I like. And yes, I&#8217;m a scuker for pretty games. What bothers me is &#8220;Aside from the chance to keep a treasure card, there aren’t any compelling mechanical reasons to play again.&#8221; Sounds a bit like a CYOA, where once you&#8217;re through with it, there is no reason to try again. Of course I realize, that this is not a CYOA.</p>
<p>I don&#8217;t understand the &#8220;Aside from the chance to keep a treasure card&#8221;-part though. Could you elaborate?</p>
<p>Also as a last question (you see, I&#8217;m interested): No reason to play again and yet &#8220;I can’t wait to return to play again.&#8221; How so? 🙂</p>
]]></content:encoded>
		
			</item>
	</channel>
</rss>
