A Second DS Playtest Day

In case you don’t subscribe to the Mantic newsletter, yesterday’s had this little snippet in:

“After the great feedback we had at the first event, we’re holding a second Dungeon Saga Playtest Day on the 7th March. Get in touch with Dave if you want to help us test our biggest and best game yet!”

 

Posted in Dungeon Sagas, Events | 7 Comments

Dungeon Saga Beta Rules Questions

Just had an email from the chaps at Mantic Towers. They’re about ready to release the beta rules to the KS backers, and thought it might be useful to have a thread here for you guys to feed back any comments and ask questions. So here it is 🙂

Backers should have a link to the files very soon.

Posted in Dungeon Sagas, Kickstarter | 71 Comments

An Aside

Excuse me while I have a little rant.

Every day I spend many hours sitting at a computer, working with a number of different bits of software. Most of them I’ve used for a couple of decades, so I’m pretty familiar with them. So I do wonder when software developers decide to change something that previously took a couple of seconds to do into a waste of half an hour or more (or simply something that can no longer be done at all). Call me old fashioned, but changing something that is perfectly slick and functional into a pile of festering donkey vomit doesn’t seem like progress to me.

Today I have lost at least an hour faffing about trying to do something that I used to be able to in a few seconds. Then, immediately after I finally worked out the answer, I found a second change in a second piece of software that was less functional than it used to be. I decided to simply abandon that particular task for today, having lost enough time already.

It’s extremely annoying to say the least as this sort of thing has a real impact on my time and therefore my ability to get stuff done. Of course, it does’t happen every day – it usually waits for deadlines to loom…

I expect the world economy loses billions every year to this sort of frustrating nonsense. Time, after all, is money.

Perhaps some software guru can enlighten me. I’m not worried about specifics, more whether there is some secret maxim in software development that encourages developers to deliberately make life difficult for existing users. I am a pretty experienced user of this stuff and it has happened time and again over the years. It may not actually be deliberate, but it sure looks like it.

I have tried to see this as comparable to a new edition of a familiar game. Some people always get upset when anything is changed. Maybe it’s communications that’s at fault. Perhaps there are brilliant reasons for every change, they just fail to communicate them effectively. That happens in games too. However, there is a fundamental difference here. If I change the way magic works in a tabletop game, then you can still play the game. The rules are still comprehensible. You may not like the change, but it does’t stop you playing the game. With software the changes can, and today have, meant that I simply cannot do my job when I have previously been able to. Not because the features was removed entirely, but because it was relocated¹. Actually, the second issue I had today could be gone for good – I’ve no idea.

It’s especially galling when these changes are labelled as “an improved experience”. Clearly some new use of the word improved that I’m not familiar with.

 

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1: When I say “relocated”, what I mean is entered into the witness protection program, given a new name, extensive cosmetic surgery, and whisked away to deepest Alaska.

Posted in Random Thoughts | 17 Comments

DS Tile Thickness

Someone asked me about this the other day, so I thought I’d put up a pic.

The DS tiles are on board that’s a touch over 2mm thick – perhaps 2.25mm. Hard to be precise without precision callipers.

The board I was measuring was a sample from the factory that has been approved by Mantic (and then “liberated” by me for this).

This first pic shows it compared to the thickness of the tiles in the original DKH. It’s a bit tricky to see because the DKH board has a rounded edge (due to the cutter), whereas the sample board is square edged. The new board is a little under twice the thickness of the old.

Board 1The second picture is edge on, with a Mantic base and a GW slotta base sitting on top for comparison.

Board 2As you can see, the tiles are going to be nice and chunky 🙂

I don’t have a photo because they’re not made yet, but the tiles will be held together with transparent plastic H-shaped clips.

 

Posted in Dungeon Sagas | 4 Comments

The Adventurer’s Companion

One of the most challenging areas of Dungeon Saga has been deciding where best to make the split between the core game and the Adventurer’s Companion. From the start we knew that there was going to be this division, and we agreed at the outset that the main divide would be in terms of the out-of-game options. The core game was designed to be something you could take down from the shelf, set up and play quickly without needing to make lots of choices beforehand. You just pick an adventure to play and follow the map. It’s ideal for people who don’t play often or just want something light.

But dungeon gaming could be a great deal more than this, and although it’s not what everyone wants, it’s definitely something that many do. So, while the core game is prescriptive to ensure speed and simplicity, the Adventurer’s Companion is a sandbox to play in that needs you to invest more time and creativity between games. Again, this will suit some folk perfectly, but has been sectioned off as it will just be confusing dead weight to others.

At least, that will be the retail split. I think most of the KS backers and my readership here are in the camp that wants both bells and whistles 😉

Anyway, having agreed on that split, we had to decide which elements went in each part, and that’s been very tricky. To be honest, there isn’t a right answer. So, the Adventurer’s Companion is designed in sections that are, where possible, independent of each other so that you can add as much or as little as suits you. Obviously some parts are more independent than others. For example, the experience system doesn’t make much sense without the campaign rules.

So what’s in the book?

Well, so far we have the following areas (in alphabetical order):

  • Abilities: Lots more abilities to learn. These allow both Heroes and minions to explore a wide array of different career paths. There are some general rules to explain how to read the abilities and an explanation of those abilities which come in a series of ranked steps. Abilities are split into 5 main areas: combat, general, illegal, magical and musical. Some categories only have a couple of abilities in, but even a single ability can make a big difference to a Hero.
  • AI rules/Solo games: rules for replacing the other side. This is the area I’m currently least happy with so I’ll explore this in another post when I’ve done some more testing and am happier with the result. Currently it works, but needs a bit more input from the remaining player(s) than I’d like.
  • Bestiary: loads more creatures to populate your dungeons with. These include (where appropriate) the stuff needed to make Bosses of the appropriate race – see DIY Heroes  for what this is. The bestiary is broken into families of different creatures, each of which contains several different stat lines of game values and abilities. For example, the Basilean’s include Men-At Arms, Paladins and Sisterhood. The families are: Abyssal Dwarf, Basilean, Dwarf, Elf, Goblins, Ogres, Orcs, and Undead. So far that’s a total of three dozen or so lines, a few of which you’ve seen before (in the Undead list), but most of which are new. We’ve decided to add a few more too.
  • Campaigns: how to run them. The core idea is that you play a series of adventures with a Downtime turn between one and the next. Downtime turns consist of several steps such as recovering from wounds and getting gold. Did I mention there was a currency? Anyway, the main thing is choosing the location you will spend your Downtime in. You can always choose the Tavern, and deal another location card per Hero to pick from. Each location offers some benefit. Most require a dice roll; some abilities give you extra rolls; some locations might sell you extra rolls for some of the gold I mentioned. Each Hero can only go to one location each Downtime, though the Heroes can split up and go to different ones if they choose. Once you’ve resolved everyone’s locations then you spend any experience you earned on your adventure. You do this at the end because some locations can offer extra options for spending experience. What I’ve tried to do with campaigns is use features like locations to give a taste of the whole RPG thing without all the complexity.
  • DIY Dungeon: this is a somewhat discursive section that goes through the steps to make your own adventures. As this is such an immensely varied process, all I can really do here is provide some guidelines for prospective Overlords (as it is they who build them). The intent here is mainly to provide some structure for you and to point out the main pitfalls to avoid. It’s actually quite a straightforward process – the complexity comes in balancing them, which is really just a case of replaying them till you’re happy.
  • DIY Heroes: how to design your own hero. This simple process is a case of choosing which race, gender, profession, bonus and name you want your new character to have. Each step offers a selection to choose from. The 8 races and 9(11) professions form the bulk of this and define the majority of your Hero. Their starting stat line is made up of a baseline from the race, modified by the chosen profession. The bonus is a bit of a wild card to allow you a degree of personalisation, though the real place that new Heroes become individualised is in the experience process. Some professions require additional choices of spells or songs.
    • Races: Human, Dwarf, Elf, Halfling, Naiad, Dryad, Salamander, Air Elemental.
    • Professions: Barbarian, Bard, Cleric, Demon Hunter, Druid, Fighter (has 3 sub types), Paladin, Thief, Wizard.
  • Environment: a few more rules to expand on the possibilities and make the dungeon more challenging. Things like magic furniture, hidden compartments, expanded rules for locks (so they can be picked as well as smashed), plus various types of trap (on the floor or the lock).
  • Experience: collect glory by winning adventures (primarily – though there are a few other ways). When you have enough then you go up to the next level. Each time you go up to a new level then you get to pick a bonus of some sort. This could either be money or abilities. Usually, you’d pick abilities. The choice of abilities you have depends on your race, profession and level. Each race has a table with a single experience choice per level. This allows them to be characterised a bit. Then, each profession has two choices per level, again allowing them to be characterised. By having it broken down in this way, an Elf Thief and a Halfling Thief share two out of three choices, but each has a third which is different to retain a bit of variation. A few locations add a fourth choice to this process. It’s making these choices that really individualises your Hero. You may get a second chance to get a given ability at a later level, or you may not. And these variations are cumulative, so after a few levels and a few different choices the Heroes that both started out as basic Thieves (or whatever) could he evolved quite differently. This process is full of hard choices because there are way more cool abilities than you can get. This ensures that no single Hero can do everything on their own, meaning that there is always a reason to be adventuring as a group and playing cooperatively.
  • Feats: a list of extra feats, in much the same way as the list of abilities.
  • Magic: there are a few bits of general commentary for magic items and spells, but most of this is the decks of new item and spell cards. Spells are broken into families, and a spell caster will know one or more of these. You can only cast spells from families you know. The core family is petty magic, and all spell casters know that. This gives you a sort of bread and butter set of spells. The particularly thematic spells tend to fall under one or other of the families. There are currently over 60 spells and about half that in magic items.
  • Random Dungeons: rules (and cards) for building random dungeons for when you’ve played all the pre-written adventures and haven’t designed your own yet. The tiles are divided into groups, each group having a small set of different layouts on cards. You randomise which sets you use and which card from each set you use. This forms your dungeon layout and is only revealed as you explore it. By breaking up the tiles/cards like this you won’t get layouts that you cannot make with the tiles you have. While you’re bumbling around in the dungeon you turn event cards to see what you find. These are generic in description as there are loads of possible types of beastie and Overlord. Speaking of which, just because it’s random doesn’t mean you don’t, or can’t (or should or shouldn’t), have an Overlord. You can if you want to, or you can tie it in with the AI rules. Anyway, the event cards define encounters in numbers of levels of creatures, and the bestiary lists the level of each type. So, you can have an encounter with 15 levels of things. As you decided at the start what type of Overlord you were up against and what models they had to hand, this is actually very quick (and obvious) to resolve on the fly.
  • Songs: a few general rules for using songs (they work much like spells), plus the cards to go with them.

You noticed that I said “so far”, right? Well, I think the above covers all that was promised during the KS, but we haven’t stopped yet. Since I wrote the first draft I’ve had a couple of extra ideas I’d like to add (which aren’t in the above list), plus the guys at Mantic have got a load more cool suggestions. So this list may get bigger 🙂

Anyway, I hope this gives you a bit more of an idea what’s coming. I’ll delve into the sections in their own articles. As you can see, there’s a lot to cover, and at over 1,700 words I’ve only really scratch the surface…

Posted in Dungeon Sagas | 75 Comments

Queries About The DS Pledge Manager

Mantic asked me to pass on the contact for any questions you might have relating to the DS pledge manager itself. It’s luke.watson@manticgames.com

If I was clever then I could make that a link that opened a new email for you. If I was clever….

Alternatively, if you don’t want to cut and paste that address you can contact them via the Kickstarter directly.

Posted in Dungeon Sagas, Kickstarter | 7 Comments

Rordin The Dwarf

As I mentioned the other day, I’d like to go through some of the characters that turn up in Dungeon Saga. This gives me a springboard to discuss some of the design choices we made as well as exploring different aspects of the game and its tactics.

 

Character

For some reason, in my head, the first in line is always the Dwarf fighter: Rordin.

painted-rordin-flatWhen I was thinking about the sorts of abilities and equipment I was going to put in the game, one of the things I really wanted to do was to include a spectrum of different styles within some of the Hero professions. So, within the concept of “fighter” there are actually several different approaches. Rordin, for example, starts out by focusing on defence. He is, in MMO terms, a tank.

In non-MMO terms, this means that he is very survivable with the best armour of any of the four Heroes.

Rordin is pretty good at dishing out punishment too, but that’s not his main aim. He is there to stop the bad guy(s) going somewhere. He can stand in front of any enemy and he’ll take less damage and last longer than anyone else. In a game in which positioning is often critical, this is a key skill.

While Rordin is holding someone in place the rest of the Heroes can get on with something else. This could be clearing the rest of the room, getting through a door, opening a chest, or whatever. Occasionally, the Barbarian Orlaf can be left on his own too, but only if he can kill the bad guys fast enough. Rordin can block a corridor on his own indefinitely and whenever it’s needed, leaving the remaining three to work as a team to get the rest of the job done.

His raw fighting power is second best among the Heroes, and he is one of two that can reliably smash down a door. Compared to the Elf and Wizard he’s a close combat monster. However, he’s not quick about it: slow and steady is Rordin’s way.

Like the other Heroes, Rordin starts the game with a single feat and gains another later on. Feats are one-use abilities that are specific to that Hero. Rordin’s first both makes him invulnerable and sucks up the actions of any adjacent foes to keep them where he wants them. Again: perfect for blocking a route to his comrades. His second feat pushes all adjacent foes away from Rordin, gaining him space to move once more: another survival trick.

As he gains experience during the campaign, Rordin also gains Tough (recovering a wound on a 6), an extra dice of combat ability (making him even harder to hurt as well as more dangerous in attack), plus two powerful magic items: The Runic Breastplate and Thorfin’s Hammer. The first makes him even harder to hurt, while the latter makes him a very nasty opponent in a fight as it ignores a lot of enemy armour. The overall effect of these bonuses emphasises his original style, and then enhances his combat power to eventually make him the most dangerous Hero against a single target.

 

In Play

I tend to play Rordin very aggressively because he’s so survivable. To my mind, he should be the one to go in first and absorb the enemy attacks. Even if he isn’t first in, I try to encourage my opponent to concentrate attacks on him. This means that the overall effect of any attacks is reduced, and any healing potions I may have will go further. When I’m playing all the Heroes, it’s not uncommon for me to end up with the Dwarf on the most wounds, despite his being the least likely to take one.

He is at his best when you have more than one group attacking you. In this case you can use Rordin to hold one lot off while the other three Heroes deal with the others. This gives you a huge superiority (in power and sometimes in actions too) in one area, which is what you need to get the job done briskly. And speed is important because DS adventures generally have a time limit.

 

Limitations

Rordin is a simple fellow who likes to deal with one threat at a time and in person. Anything that requires range, multiple enemies (unless they are very close together) or magic will get left to one of his companions. Even killing foes can take him a bit of time because he’s so focussed on defence at the start. So, like all the Heroes, Rordin works best when in a group, all of which nicely ties into the co-op nature of the multi-player game.

Posted in Dungeon Sagas | 33 Comments

DS Pledge Manager Questions

I know that the Kickstarter backers have their pledge manager available for Dungeon Saga, and I’ve heard a few questions about the game based on this.

As I don’t know what you don’t know (and want to know to inform your purchases), I thought I’d post this up as a space for you to ask questions.

At some point soon the rules will go out to you guys again. That’s currently just waiting for some reworking of the layout. It’s silly to show you something we know needs changing, so we’re making some corrections first. So, the rules are coming.

I am planning to do a series of short articles talking about individual heroes and other models in the range as a starting point for discussing their tactics as well as their appearance. I’m just waiting for the photos.

One thing I do remember being asked about was acrylic counters. How many wound and pile of bones counters do you need?

POBs are the easier one as there are 24 in the box. The most a single adventure starts with is 20 (at present – further playtesting may tweak this slightly). That leaves a few for Skeletons to get boned before more are raised. So you need that many.

Wounds are slightly trickier to work out. The Heroes have 5 each, but in all but one case the game is over if a single Hero takes 5. So, the most they will ever need is 4 Heroes x 4 wounds = 16. However, the other side may need them too, and here’s where it gets more vague. It depends on who you are fighting as to how many wounds they may need. Normal skellies don’t use them, nor do small zombies. Zombie Trolls do, as do some of the other (non-undead) races. It also depends on what you’re playing: pre-written adventures or some of your own devising. Personally, I’d say that 20 would probably be as many as you’d ever need in all but the most insane of home-brewed madness. You could probably get away with a dozen most of the time as it’s unusual for non-Heroes that get wounded to stick around long, so there are seldom lots of wounded individuals around at a time. Wounds on Heroes tend to concentrate on one or two of them rather than spreading evenly across the group – again reducing the likely number you’d need. It’s not an exact science though and these comments are obviously based on my experience and could vary with your group, depending on your play styles. As the pirates say: not so much rules as guidelines…

If you’ve got any specific queries then please ask. I’ll either know the answer or the person to prod for one.

Oh – one final thought. I have no idea what the pledge manager actually looks like or how it works because I haven’t seen it. All I can help with is content-based questions. If it’s technical stuff about what happens when I click this then you’re better off talking to Mantic customer services direct.

Posted in Dungeon Sagas, Kickstarter | 83 Comments

Dungeon Saga Playtest Day

dungeon-saga-boxLast Saturday we had a group of brave volunteers round to the Mantic Manse to help us test out the core scenarios for Dungeon Saga. From my point of view it was a very useful day as well as an entertaining one, and I think our testers had a good time too. Certainly, they were very complementary – at least when I was in earshot 🙂

We started out with the training scenarios so that everyone had the core rules clear in their head. This, of course, is the whole point of the training scenarios. Then we went through some of the adventures from the campaign in the core Dungeon Saga set: the fight against Mortibris.

As there are so many adventures for the game we had decided in advance to just focus on the core set rather than scatter our efforts across that plus 4 expansions’ worth of extra scenarios. I think this was the right decision. By doing this it meant that each of those adventures had several runs through by different groups, which gave us a better aggregate view of the balance and any issues.

Speaking of issues, there were gratifyingly few. With the exception of one scenario that left the necromancer with a bit of a lull in the middle (all fixed now), they ran pretty smoothly, and many were very close. A couple of groups told me of scenarios coming down to the last action by the last Hero on the last turn, which can’t really be improved for tension and drama.

Undead 1At the end of the afternoon we changed tack, and had a couple of larger games. All the morning and early afternoon games had been 2 player because this gave us the most runs through with the most efficient Heroes (co-op games are rarely as efficient a group of heroes as when a single player is in control). Still, multi-player games would be fun for us as well as the testers, so I took the part of Mortibris in one and on we went. The rotating rooms were as entertaining as usual 🙂

 

Naturally, I forgot to take any pictures, but I’m sure others managed to snap something. Luke, who writes Mantic’s blog, was wandering about with his phone camera, so you might want to have a look there.

I also did an interview for… someone I can’t remember the name of. I think it’s the senility again. Anyway, someone will remember and hopefully they’ll be kind enough to add a link below. We were, obviously, discussing DS, so it’s me answering questions and burbling on about that. Not having seen the result myself, I can only guess how coherent I was being. This was during one of the rounds of the day so I may have been a touch distracted 😛

So, today I’ve been writing updates and tweaks to fix any of the points raised by our intrepid testers. All relatively painless, which is nice. Several people commented on the rules as being clear and easily understood. The issues were almost all ones of layout: where’s the best place to put this. People also wanted a QR sheet which we’d planned for the back of the book, but hadn’t finished yet. We’ll also be picking out important rules in each section and putting Important! boxes as reminders to help you find important or easily lost rules more easily. A few paragraphs will also be reorganised to make the key rule in them more apparent. Overall though, no major changes, and the book will benefit greatly from this level of picking through. I’ll be doing this again, repeatedly, before it goes to print.

Zombie frontAs well as my rules, we also had all the models on show, and these went down very well. It’s hard to pick out a personal favourite model, though the main contender has to be the skeleton jester, which I think is a KS special. Sylvain’s Orcs are also rather splendid, though I’ve only seen them in the green so far. Actually, now I think about it, my other, other contender for favourite might actually be one of the core box armoured zombies (shown half-finished, on the left). Hmmm… Sylvain seems to have a worrying affinity for the undead.

All of which only leaves me to thank once again the kind folk who came to help us test the game out. They travelled from quite far afield (I think Norway won the distance record), and happily gave their time for a rather strange cause. Very much appreciated though. Playtesting is an odd and sometimes gruelling process, and it was great to see so many happy faces during the day.

We might even have time for one more of these days before everything disappears off to print.

Posted in Dungeon Sagas, Events | 31 Comments

What Should I Call This?

Well here I am again. It seems like ages since I posted, mainly because it has been. Sorry about that. There are all sorts of reasons for my absence, but none of them are intrinsically interesting enough to bother you chaps (and chapesses) with. So I won’t.

Rather than muddle half a dozen subjects together in one post, I’ll syphon them off into separate missives, starting with one about the Dungeon Saga playtest day we had on Saturday. I’ll write that once I’ve posted this.

Even though I’ve not been here to blither about it, I have been thinking many gaming thoughts during my time away, and beavering away on several projects too. There are some exciting things on the horizon. So, with a little luck I should be able to use this backlog of intriguing notions to post a bit more frequently than not at all – I like to set my sights high 🙂

So, this is really just to say that I’m back. Jolly nice it is too.

Posted in Random Thoughts | 18 Comments