talking about the hair learned lessons for DAI it feels like bioware/DA is back fix the hinterlands problem the style/design changed with every game the combat is really fun modern audience/new audience care for the story more than gameplay stakes felt really high verbal jabs it's a "tactical" game darkspawn design mentioned didn't like the qunari design neve/harding guilttrip Free! the story is heading in good direction talking about the hair learned lessons for DAI it feels like bioware/DA is back fix the hinterlands problem the style/design changed with every game the combat is really fun modern audience/new audience care for the story more than gameplay stakes felt really high verbal jabs it's a "tactical" game darkspawn design mentioned didn't like the qunari design neve/harding guilttrip Free! the story is heading in good direction
(Print) Use this randomly generated list as your call list when playing the game. There is no need to say the BINGO column name. Place some kind of mark (like an X, a checkmark, a dot, tally mark, etc) on each cell as you announce it, to keep track. You can also cut out each item, place them in a bag and pull words from the bag.
talking about the hair
learned lessons for DAI
it feels like bioware/DA is back
fix the hinterlands problem
the style/design changed with every game
the combat is really fun
modern audience/new audience
care for the story more than gameplay
stakes
felt really high
verbal jabs
it's a "tactical" game
darkspawn design mentioned
didn't like the qunari design
neve/harding guilttrip
Free!
the story is heading in good direction