Welcome to the fourth article in a series about our industry’s newest category of play: Legacy Games. Previous articles in this series discussed: Legacy Play (an overview); Legacy Venn (a definition); and Legacy Mechanics (a toolbox). This final (for now) article in the series is going to look at Legacy mechanics from a few different directions by focusing on Legacy Emotions and Legacy Agency.
(As for me: my Legacy adventures continue, and I continue to love the continuity and the idea of building something from session to session. During our last Pandemic Legacy Season 2 session, we finally managed to recon one of the areas laid out at the start of the game, and that was very fulfilling; Pandemic Legacy Season 2 continues to be a well-designed and inventive game. Then, in our last SeaFall session we did something that changed the whole game, and we had to figure out what that meant; SeaFall continues to be a messy and chaotic but fun game.) Continue reading