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thinkbomb

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Everything posted by thinkbomb

  1. there will always be a dogmatic hatred of app assisted board games. That's unavoidable - even if most of the time the person comes across as "Sam I Am" vs Green Eggs and Ham When done correctly, apps basically just remove up all the upkeep. Biggest example is Mansions of Madness second edition: is just a digital GM conversion of the first edition ... and there was a MOUNTAIN of tokens it replaced. I enjoyed it far more than I thought I would. ... Being said, where IA shines brightest is the amount of control that the imperial player has over the campaign - and the fact that the imp doesn't have to pull punches in order for the game to be fun. Most other 1vMany games can have the feeling of DickGM when the 1 plays to win. Unsurprisingly, about the only game I'm aware of where it worked liked this was D2e, which IA is the same blood. ... Ergo, back to original guess... IA can keep the primary emphasis on the head to head campaign since its one of the only games like it. Descent (it's blood brother) can get pushed into its new form (whatever that may be)
  2. everyone saw the Descent CUBE. I'll post my thoughts below... evidence backing first ... "Tale of Imperial Assault Isn't Over" = more physical content eventually though, again, sales of IA core box are still strong IA = Descent 3rd edition (it carried over most of the same gameplay) however, Descent 2nd was a bit of a departure from 1st. As 2nd focused primarily on the tactics portion that's the core of IA my conclusion... Descent CUBE is going to de-emphasize the tactics aspect of the dungeon crawl (tile spaces) probably in favor of room areas. It'll bring back some of the overworld travel sections of 1st edition (if you've played JiME - that same vibe) Descent's gameplay shift would then allow IA to reside comfortably by itself in that tactics arena.
  3. https://drive.google.com/drive/folders/1zrU6E1t6kSUmirhuvLjr-5rO4QHzgHj3 I forgot to post an update here. I made a rough draft of what's essentially a "3rd player" AI, along with some modified rules. The core idea is that rather than it being a semi-cooperative game where players are trying to not be shamed by letting the AI win - the AI is there for a thematic wrench in the works. They'll run around doing stuff according to their character and causing a little more havoc for the other players. Anyhoo, please give it a whirl. ^^ Or, at the very least, take a look at it and let me know (especially for some of the flavor options for character specific cards - I'm open to suggestions on how to work narrative callbacks into the cards).
  4. The older definition of the term fetish was actually just an object thought to be embued with a power. Loosely it also expanded to a wardrobe or other personal effects. However, the object you mentioned from D1e is a bit misnamed, as typically fetishes were named after the thing the fetish was thought to embue. So, for example, a creepy green idol with tentacles would be correctly identified as a c'thulhu fetish (object) - not a cultist fetish (which would have been a statue of a dude in a robe). The item in question looked like it BELONGED to beastmen, rather than channeling whatever freakish power the beastmen would have desired. anyhoo, that same art was later cropped/used for Hex Tokens, it seems...
  5. my own hunch is that they may be doing something similar to what Gloomhaven did with their recent expansion. ... which is to say: instead of cardboard tiles the maps will be self contained within a spiral-bound book. Definitely a lot cheaper to produce and allows for that single-scenario-use design instance that 1st edition was fond of
  6. I'm working on making a "3rd player" AI deck. I have the core mechanics and design down (numbers need play testing, but the system itself is fun/engaging)... HOWEVER ... I don't have the font that they use for the main text body. I have the fonts for the Header and the bold lettering that they use, but I don't have a match for the normal font. If anyone has any idea what font the main body of the AI card is, that'd be much appreciated. (I'll post the variant deck here after it's all formatted)
  7. A kickstarted campaign for FFG - limited run print for these packs - would definitely be the way to go. No question. 😃 Besides, they'd be able to update a couple of little quirks - like updating the iconography for indoor/outdoor tiles, and also using their current printing techniques ... and not using plastics that felt icky when you handled them. XD
  8. someone linked earlier - but the original molds for those figures are actually lost to time. Thing is, the models were created for a game that pre-dated Mansions of Madness first edition. And physical things being subject to wear and tear: they are no longer functional. And FFG is overly cautious about re-releasing stuff. Being said ... the fact that there's copies of these games going on eBay for anywhere from 200 per box to $900 per box ... SHOULD be an indication to FFG that a demand exists. And if a demand exists: there is profit to be had. They'd have to re-develop the physical goods, but the digital goods and game design is already finished. As for you completing the set: go to Board Game Geek and learn how to use their trading system. I actually found a copy of the physical first edition goods through the website.
  9. I was just wondering if anyone had any insight into this topic. I've been messing around with mission design, but the first couple attempts I was off the mark regarding mission-prompt-challenges. So is there some heuristics with regards to how much threat's worth of crap you should throw at the players? And on that same note: is there a good measure for how to figure how long the mission should be (at least enough to get a decent guess prior to play testing) Thanks in advance.
  10. To be clear this is basically a new edition. That means there will be a great deal of changes inbound for the game (despite trying to keep the spirit of the thing in tact). The phrase "too much" is also very subjective. While some changes were out of necessity, most were made based on trying to alleviate design flaws. However, there's always that camp which will view inherent design flaws as "part of the charm" of 2nd edition. It'd be foolish for me to comment on that aspect for you (as in: judging if it actually would be too much or not given the subjective nature of the thing). The only I can say is that when this content is made available, the option will be present to download it in segments. So while the core game will have an unavoidable bulk (to deal with monsters, items, etc), a significant chunk will be broken off into smaller downloads (for example: class decks, plot decks, overlord decks, etc). So efforts will be made to break down the download/print bulk as much as possible. Regarding the editor, there's a couple notes... * it will allow for more effective play testing, as filling out text forms is far faster than manually adjusting photoshop files. Obviously that means faster fixes to balance oversight issues (an issue ubiquitous with FFG style multi-component games). * There will also be the spreadsheets made available for armchair devs to tinker with. For example: the process of calculating the peril figure cost is a bit mathematically involved, so a spreadsheet was created to automate most of that. Documentation and best practices guides will also be made available for all of this. * Ideally, it'll be approachable enough to allow interested parties to both convert their D2e content, as well as add original creations without the psd barrier.
  11. Project long time in the works, I'm posting a preview here. It'll be available to play at some point within the next month or two. Super Descent is essentially an unofficial 3rd edition. The 30 second sales pitch is as follows... - A summoning resource called "Peril" will allow the Overlord more strategic flexibility regarding when to unleash a wave of monsters on the heroes. As well, monsters will have different strengths that cost different amounts of peril (rather than Act 1 / Act 2 distinctions). - Heroes have a healthy/wounded status (similar to IA). Bearing in mind the game has been rebalanced for this, it does remove the oppressive nature of Corpse-Stalking and always targeting the squishy mage/healer first. - Heroes will have their own unique XP upgrades called Talents in addition to their chosen class (this is to enable more flexibility in what heroes are good at what classes). - Great efforts have been made to retain as much Descent-ness as possible, including maintaining minion/masters, wealth of conditions, separation of heroes/classes, etc, etc, etc - A companion guide to update existing campaigns to Super Descent (no maps included, so original copies still required, for obvious reasons) - A new AI deck is being developed specifically for this mod (given the other systems are incompatible) - There will be a card creation suite to enable faster development. - And a host of other changes to accommodate for the major new systems. For example: the new tools have been used to push each monster into its own role (for example: the sluggers like Ogres, Giants, Ettins, and Trolls all now have more diverse personalities and roles) Being said ... here's a couple of card previews ... The Monster Card The big thing is that EVERYTHING is on 1 side of the card. This means the Overlord can hold a small hand of monsters and not reveal to the heroes what they'll be up against until he pays the peril and unleashes them. A couple points to note ... a) the new dice icons at the bottom were born out of necessity to allow for b/w printing b) the white text will have black outlines implemented in the card editor suite c) The card template will be extremely flexible, including adjusting: surge abilities, whether or not surges are master only, if you hide extra info like the monster traits, attributes, etc d) awful pink picture is there as a safety-net. The card editor will allow the user to input their picture of choice The Item Card These changes are more quality of life than anything, but it certainly helps. a) the item type icon has been moved next to the picture. This was done to allow more text space and cleaner presentation b) Now there's an option to include class restriction at the bottom of the card. It makes it a lot easier to tell the starting class equipment from shop cards without having to look at the backside. Skill and Talent Cards Talents (XP Upgrades) that are specific to heroes now have their own fancy background colors. In addition, I put the Heroic Feat on the talent card (hence the little add-on graphic there). Also, some cards will have the option of being double sided (flip over mechanics). ... which leads to ... Hero Cards Healthy Heroes have an extra ability. yay! That ability gets lots when they're wounded, and their stats take a hit. Uh oh! - If nothing else, facetiously, it provides players an actual reason to flip over their hero card. - More importantly, it's in the best interest for the Overlord to spread damage and eventually attack EVERYONE (as those stat decreases can affect the success of a mission). I've put out a rough roadmap to convert all retail content, as well (with permission) a great portion of community content. The development tools (which is really all I'm waiting on) are going to super straight forward and will allow everyone to pitch in if they want to (as well as making it much easier to kick out content in a timely manner). So if you're interested: discord server's here --> https://discord.gg/fw6ssGH
  12. so, this frustration was part of the reason we had considered the single hand-off house rule in the first place ... namely in that we rarely actually wanted to shuffle more than one item per turn - but the item we did want to shuffle was usually something like a holy water or consumable. (currently still mulling it over, not gonna say more on that for now other than acknowledging everyone says "bad rule, don't do it"). Being said, we did make generous use of the "trade everything" mechanic a few times. One of which was kinda funny, the old butler investigator tried to run with the evidence, then evade-failed a hunting horror and tripped and smashed his head into the wall ... so the athlete grabbed everything the old man was carrying and left him behind hoping to make it to the exit alive. XD
  13. Thanks a million. Couple points of advice checked out early with what we saw (parsing down example for non-spoiler) i.e. game tells us "you hear a crash, shouting, and hissing" both of us players "sounds dangerous! let's look at the painting first!" two rounds later ... me "wait a second, this seems like a narrative game! I think the guy behind the door might actually die!" we click the end round button and the monster breaks out, blood on its body. we get gold stars for investigating. Regarding range, though, the house that was generated for us had a winding hallway with a couple bends in it (so technically none of it was "behind a door"). However, for the horror check - according to rules - the nearest monster was around the corner and basically out of line of sight (for most other games). ... I guess a better way to ask would be "would a corner count as a door?, namely if it was a corner created by continued space around tiles"
  14. Any rule peculiarities regarding range or other mechanics I should be aware of, though? (Just afraid I could miss that info if the topic derails on an experiment)
  15. Finally got to play the game last night. Instant hit, our group loves it. ... We felt like there were some things that were sliiiiiiiiiiiiiiiiightly off, though. But we couldn't put our finger on it. Like maybe a nuance rule we missed. So, my question to y'all = do you have a list of common mistakes and/or little house rules for quality of life. for example, one thing we noticed that we'll experiment / house rule (quality of life) is once per turn the active investigator may either pick up 1 dropped item or hand off 1 item to/from another investigator * main reason is that we had to burn a lot of actions to grab 1 single item, and a lot of them just didn't make sense to burn an action (like grabbing the knife in the kitchen, that the game said was sitting by the roast ... which really should NOT require a full action). But yeah, if you have any advice on that front, please let me know. 😃 thanks
  16. More than anything, it's that conversion kit baggie in the core box that's taunting me. lol
  17. Well... Finally bit the bullet and my core game arrived tonight. ...and now I'm finding out these two sets are nigh impossible to find. So, before I launch a few hours into this search, does anyone have any leads?
  18. I know that's how the rules are worded... but honestly it isn't as fun. If your group wants to play by the rules - play by the rules. Here's my brief take as to why I'd recommend ignoring the rules in this instance. The shop phase boils down to pure luck (it's a random card draw if that gear you're hoping for appears) The XP purchase phase is pure skill - there's zero luck involved and players are in full control When you have a pure skill set-up followed by a luck roll = the play experience is that the luck roll invalidates the pure skill. more often than not it just feels like a punishment, rather than a success. When you have the luck roll first followed by the pure skill = the play experience is that you can use the pure skill component to account for and adjust to the luck roll. You feel smarter for getting the XP upgrades to enhance the gear that was given to you. For characters with split-focus (like Vereena) this can really affect decision making So yeah, our group has a lot more fun having the shop phase first. It's not per rules, but we enjoy it more.
  19. thinkbomb

    mod rules...

    I kinda suspect there isn't an active community here, but whatever. here's my input... Everyone knows the game's pretty old by now, and it's starting to show its age in the design. While it's not a bad design, there's limitations on it from being great. Played it with some friends and we all kinda agreed the same thing. A lot things didn't feel impactful enough. While it's essentially a filler game ala card games like Loot... it's twice as expensive and oddly offers less strategic choice. So, here's our test rules. I don't own the boardgame out of the group so I wasn't able to simulate extensive playtesting, but whatever. Anyways, it's 3 basic changes. Players get 3 actions per turn With better games that have single-action turns (loot and skull, for example), the action you take in itself creates a consistent degree of stress in response to the other players. We didn't feel that placing a tile or moving 1 space consistently provided that level of stress. ... so we're trying it with multi-action turns now. Idea being that if you're low on options you can just blow out some dungeon tiles to empty your hand get new tiles. Players may spend 1 action to refresh the hero ability. However, you can't do the heroic action twice in a turn The hero abilities fall in a weird state of "way too weak to singularly throw the game" and "too annoying to be done every single turn". So ... now you have to spend an action to refresh a used hero ability. Obvious exchange of action economy is intentional Drakon is now a persistent threat with limited AI... First off, a titular character with a strong chance to not show up is underwhelming Secondly, a titular character who's really just a tool for being mean to other people feels thematically wrong So... this new subsystem seeks to address that... Drakon Change part A) Use anything at your disposal to mark a player as Drakon's target for her wrath. Just some sort of token to place in front of the player themselves. Drakon Change part B) As soon as the first player picks up a gold token, the mark is assigned to them. If another player gains more gold tokens than the marked player, they recieve the mark. If the marked player loses gold tokens and has fewer than the opponents, he gives the mark to the player with the most gold tokens (player's choice in the event of a tie) Drakon Change part C) When the marked player would take their turn, they must first move Drakon 2 spaces towards themselves. While the marked player gets to determine the path, it MUST close the distance between the player and Drakon (you can be smart enough to figure that out). /// and, if Drakon is not on the board yet, she is placed on the entry tile instead. (essentially giving all other players 1 turn to flee) The reality is that there's an obvious winning strategy: set up a chamber loop of multiple coin rooms. Doing so with Drakon actively pursuing the player in the lead will put a short end to that. Additionally, the system is designed to be a pretty straight forward system: whomever has the most gold tokens is targeted by a dragon that will chase after them at the start of their turn Obviously it also means that Drakon will be ever present on the board. So yeah, it's not perfect, but we feel it addresses several of the shortcomings. Let me know what you think.
  20. I'm surprised I didn't realize this sooner, but I love the connection between Drakon (a tile laying party game) and how the feats of these characters lay down tiles as well. 😃 Hoping you keep this up for the Thief and Fighter.
  21. just some alt figure suggestions https://www.reapermini.com/search/mage/latest/77174 <-- Here's an alt figure suggestion for Mad Carthos. Also sad that this guy's the wrong scale, would have made a great Tobin Farslayer --> https://www.darkswordminiatures.com/shop/index.php/miniatures/george-r-r-martin-masterworks/euron-greyjoy.html https://www.reapermini.com/search/kord the destroyer/latest/77061 <-- the one I'm using for Buldar. kinda wrong scale, but the pose is too awesome. lol and the one I'm using for Bogran ... though that's because the intial art had him postured as Nara the Fang's sidekick (aka he's Batman's Robin) -> https://www.reapermini.com/search/assassin orc/latest/60057
  22. my two cents = you can totally run a 1v1 player campaign no sweat. managing 4 heroes is about as mentally taxing as managing an entire army + reinforcement timing + quest book management + agenda card management + class upgrade cards.
  23. With this basically being discontinued - is there a community made map maker that people are fond of?
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