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Adam Poots BGG Post 4

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Dec 22nd, 2012
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  1. @G K,
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  3. Thank you very much! I think your the first person to say they were thinking of developing a similar game!
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  5. The confrontations with monsters are indeed more like boss fights and there is no dungeon crawl aspect to this game. We found during early play testing that dungeon crawl + boss fight + settlement + hunt phase + crafting was just… too much. It became tedious as we always ended up having to un build the dungeon when it came to the boss fight and really… thats what everyone was excited about anyway. In order to deliver a more focused product that avoided drag a room based dungeon exploration was removed and instead the settlement / innovation system got more attention.
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  7. The game will come with a static but gorgeous 2'x3' battle board. And each monster has a few unique "terrain" or "terrain" like features that will be added to the board when you encounter them. We found that this was the best way to handle it and it kept the focus where I wanted it. On the thrill of a single big challenge.
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  9. In regards to your thoughts about traps and a abilities that manipulate both the board and the monster, all I can say is yes those do exist!
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  11. Multi boss stuff might be written into the book, but it would be for advanced players or "one-shot" challenge scenarios. Just like dungeon crawls where you can simply end up with TOO MUCH to keep track of, I wanted to keep the focus very isolated and clean for the core gameplay. Monsters turn, draw a AI card / refer to its cards in play. Survivors turn, examine your current gear which would all be right in front of you ( each survivor has 9 gear slots, each piece of gear is represented by a 2"x2" card ). I wanted to keep looking into the rulebook during a fight to the absolute bare minimum as it slows down gameplay and breaks immersion.
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