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Post by ultros64 on Mar 18, 2013 11:56:12 GMT -5
So I went through a playtest of this with a few groups of people (we used the old magic books as proxies), and a couple of them asked where the Kickstarter page for this was. I told them it was free, and they were genuinely impressed.
But then they brought up a good point. If this was released in a small, base set with images just mounted on quality cardstock and with the rules placed in a nice booklet along with some tiles, a lot of them would just buy it for the sheer replayability of it.
Is this something you've considered Shaun? I know you're still doing playtesting and trying to get it where you want it to be, but you could have something that could be something really cool and big here.
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erf_beto
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Posts: 369
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Post by erf_beto on Mar 20, 2013 13:25:32 GMT -5
I too think DP would be worthy of a full blown boxed game, and kickstarter is all the rage these days. I mean, have you seen Zombicide Season 2? It got funded in less than 5 minutes! *.* It would be amazing to see DP get that treatment... PS: how did your game go? tell us! tell us! :3
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Post by ultros64 on Mar 20, 2013 14:48:23 GMT -5
It went really well. The first group tried out the Kobold playtest. Group consisted of four pre-generated characters I made filling the usual archetypes - a Knight using a Longsword and Shield with the Shield Cover ability; a Thief with Backstab (that hit a few rules issues that we cleared up); a Cleric with Magic School Earth (we used the older magic rules... they're super excited to see the magic book); and finally, a Caster using Magic School Fire.
So I handed them their character sheets, I explained the basic die system. They each saw their abilities and asked how many there were in the game. They were hugely, hugely impressed with the ability selection, and how easily you could make any archetype you wanted. Even better, there weren't any 'trees' that were better than the other ones - there were things for casters, fighters, thieves, and ranged types in each category. Combining that with the schools of magic gives them huge, huge options, and they loved that.
In order to make lock-picking a little less... intimidating (There are a lot of checks to make), I made a few handy-dandy reference cards that are about the size of a magic card and gave them to the thief. The first few checks were a little hairy, but he eventually got it by about room three and didn't even need it.
One issue we had was backstab. The ability says that the character gets +1 to ATK rolls attacks made 'behind' an opponent. Since we used tokens, facing was an issue, so I explained it like this. A monster will always face the person to attack it last, or the last person it attacked. Attacks from 'behind' it means that you must be directly adjacent to it while it is engaged with a character that is currently in 'front' of it (i.e. the one who attacked it/was attacked by it last). If one has an ability that can be used diagonally , you can also use it so long as you are still 'behind' the model
The Cleric and Caster had a good time as well, chucking fireballs and hitting people with spiked maces. They said that their abilities, however fun they were, felt a little weak, but I explained that was because we were using rules that weren't quite "up to date" with the current ruleset. They were cool with it.
In other news, my local LGS is having a boardgame expo day this month (Mar. 30th). I've already talked with the owners, and after demoing some of the product they have in the store, they said they'll be fine with me setting up some Dungeon Plungin' and hopefully getting some more people involved in it. I got my fancy tokens, my fancy ruleset, and my fancy foamcore tile pieces.
This is a solid, wonderfully created game, and I want to do everything in my power to make sure that you all get the credit you deserve. I'll playtest anything, rules write anything, to make sure this thing becomes a hit. And if you do Kickstart it, I'll let everyone I know with even the slightest influence know about it so they can get the word out.
Keep up the good work guys! I'm rooting for you!
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erf_beto
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Artwork Wizard
Posts: 369
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Post by erf_beto on Mar 20, 2013 15:26:04 GMT -5
I'm glad to hear it! I'm sure the abilities still need a bit of refining, but hearing a positive review like that feels nice. Oh oh. I completely forgot about facing and tokens. True, the game doesn't use tokens per se, nor does it force you to use facing, but we want both to be valid options. Maybe just a small arrow in the token is enough... Hmm, I was wondering if the new spells I'm working on were too strong... Out of curiosity, how high were the caster's MAG? Which difficulty were the spells they had available?
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Post by ultros64 on Mar 20, 2013 16:23:04 GMT -5
The MAG stats were 5 for the wizard and 3 for the Cleric. Since there weren't very many DIF 1 spells available in the 3.3 Spellbook, I took some up to DIF 3.
I believe spells should be powerful, or at least their overcasted versions should be. The idea behind spellcasting is that there is Risk vs. Reward, and they are a valuable resource to be expended in the dungeon when it is necessary. You'll want to be saving your big guns for the boss, or for when things get really desperate, and you should feel like you're a big contributor when you are able to get those spells off.
Besides, if the caster wants a more reliable, less flashy way to deal ranged damage, there's an ability for that now! Which is awesome!
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Post by shaungamer on Mar 21, 2013 16:28:43 GMT -5
Unfortunately a kickstarter is low on my priority at the moment ... however I won't rule out something happening in the future!
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