Well 2017 is over 200 days old. Malifaux has come a long way since last year, let alone 2012 when I started playing. But as a veteran (and average) player, I do feel the game has moved into a different realm. So many new models, so many new interactions, so many interactions that need some clarifying or finalizing. The game is a business, I get that, I understand new content is important. But I have a huge model collection of several hundred models and I feel that often I am using only the same handful in each crew. Lately, I have been thinking I need 'new' models to keep up or catch up with new situations.
Has the game become optimized? Has the creative part of narrative selection been replaced with ultra effective crew selection and play to schemes at all costs? Are both players playing the same game with the myriad choices of crews, schemes, and when a wave model was released? Is there some understandable (and some not so) power creep and creative design element slowly working it's way into the scene?
I want to avoid a competitive v casual conversation. I think there is room and connection with both. I play to win, but I'm beer and pretzels...I want to have fun over winning against my friends. Are there elements to the game that have changed? What have you seen as a change or is now different? What would you like to see change again or change back? Has the modern business model appeared regardless of our hopes and fears that wave 5 minion/enforcer models will do things that wave 1 Henchmen had to use real resources to attempt.
2017 is speeding along, the game has new creations on the horizon. What do you see? I really enjoy my game of Malifaux and I'm hoping to stir some creative, thoughtful, and engaging discussion from people who may have been playing a while or coming from other more overt and ruthless systems. I have always thought that Malifaux, unlike many other games, was alive as a living document in a way. It grows . Open to your Thoughts?