Off topic: let's talk on a future project
Added 2019-09-28 11:39:08 +0000 UTCHello guys! First of all we want to thank you all to get us where we are. We just reach 2000+ patrons and this means that next month every patron will get a free Epic Boss, code name Tarasque. We are already working on it!
Now, let's talk about something different :)
In our free time we always enjoy to design rules and think on what could be a fun game to use our models with. It's our passion since the beginnig, and looking at how things are going it could be reality in the next years! We have several projects of this kind, and this is just one of those.
Long time ago we started to design a sort of Cooperation boardgame where the heroes team up to defeat monsters and bosses and get more powerful as they play. A sort of dungeon crawler. This is just one of the various ideas we are developing from time to time and testing with friends.
In this Dungeon Crawler, fights needs to epic, lethal and quick, so you can explore various rooms and fight multiple bosses on every game without being stuck to much time in a single battle. This also means that it needs probably more than one battle boards.
We have currently rules that can be adapted both for big tactical Exagon/square maps (much like common rpg battles), or for formations combat (like most Jrpgs and Darkest Dungeon, for example). Even if it's just in the "hobby free time" phase (lol), we are struggling a bit to go deeper in the rules if we don't choose one of the two ways to move in the battlefield.

Here a quick sketch of what we mean.
Both options lets us develop rules where positioning and cooperation is key.
Option A: heroes and monsters move on this tactical grid (it could be exagons too). Positioning and flanking enemies is the key to win. Sort of regular skirmish and RPG movement.
Option B: heroes and Monsters occupy two sides of a little board. Each side includes melee or ranged rows. Heroes skills can be used only from certain rows and position, and targets only some squares in the enemy grid. A bit like Darkest Dungeon works. Heroes can switch position between them in order to activate certain abilities, and many effects will push and pull models to other rows. Imagine a shield bash that push the Tank Monster to the back, exposing a goblin archer.
We need your help if you'd like to, so that's why we wanted to launch this Off Topic Poll:
In a hipotetic future Dungeon Crawler Artisan Guild Boardgame (not a skirmish game), where Heroes try survive harsh enviroment and dungeons, and fights tactical battles, you'd prefer the fights and boss fights to take place:
Comments
I do the same, I find it therapeutic... I find it the best way to wind down and have done for years.
2019-10-14 12:15:03 +0000 UTCI am a DND player and I would like to see B if the mechanics are so close to DND why not take your game pieces and monsters and just play DND ( which you still can do ) A new game and new rules would be nice. and if you don't like the new rules its is still a DND encounter for you.
Ricie Dalton
2019-09-30 08:54:19 +0000 UTCI don't actually play with them. Nor have any intentions of playing the game. I just think they're cool models and I like to paint them. I was told by the owner of a hobby shop that 80% of people who buy Warhammer never play the game. Which made me feel a lot better about joining this page
Jared Zadorozny
2019-09-29 18:21:07 +0000 UTCHEY GUYS there is already a ton of games that use "A" style. "B" seems way more Innovative and exciting!
Christopher Moeller
2019-09-29 14:22:56 +0000 UTCdid you see massive Darkness and zombicide could be a bas e as well but it could be great to have a base of rpg and something that can evolve from game to game
Arnaud Claes
2019-09-29 11:19:13 +0000 UTCSounds a bit like Chaos Seed on SNES. Although you aren't a monster, but someone who builds the dungeon, summons monsters to help, and fight the evil invading "heroes". It's more RTS / action game though, so no point looking there for rules though.
Jupp3
2019-09-29 00:03:39 +0000 UTCIf you want i can translate to spanish
Miguel
2019-09-28 20:57:38 +0000 UTCLook at Pixel Tactics in terms of good „B” style gameplay. I personalny prefer More tactical gameplay, so I vote for na „A”, but strategic „B” Sounds equaly awesome
2019-09-28 18:30:31 +0000 UTCi'm using your models for made my army for the game "Saga the age of Magic"
2019-09-28 17:41:39 +0000 UTCOption B is much more unique and better for fast combat
Gravehowl
2019-09-28 16:18:04 +0000 UTCA) option it s common, very use by the rules for rpg,. B) option it s easier for a boardgame with quick rules. In fact now boardgames use to drop squares or hexagones for area with saturation numbers. It's easier and fast to deploy miniatures. As exemple you can see Mythic Board Games as Conan, Mythic Battles Pantheon , ... So if you want a fast board games B) Option semms to be the best choice.
Errius
2019-09-28 16:09:51 +0000 UTCIf you have it on panels to make a large map individual panels can be used for smaller encounters. But how you will balance heroes and monsters to make both side even will be interesting point buy system like Warhammer or CR like dnd. Is this going to be like DnD chess with simplified rules to make both sides even. Will monsters and heroes have same rules and abilities? Will terrain be symmetric to make opportunities be even between both sides?
Generalnuke
2019-09-28 14:58:17 +0000 UTCI've always considered running a fantasy RPG where the players are the creatures, say on a Monster Island, wilderness, continent, what have you (or in the dungeon if you wish) and there are untold treasures that all the hoards of NPCs continually invade to acquire said wealth. There'd probably be no rules changes but the driver behind the game design would be different. Not that it hasn't been done before, but it not done that often.
Yellow Sign Studio
2019-09-28 14:40:16 +0000 UTCJust recalled Grand Knights History, PSP game (JP exclusive with fan translation available). In battles, both sides have their own 3x3(?) grid next to enemy grid. Different weapons have different kinds of attacks (like being able to attack entire row or column, and different ranges). Not offering as free movement as classic D&D, Ultima series etc. but something "in-between". Of course that could be further expanded with multi-block units, attacks that push the enemy in specific way etc. - not sure what features exactly the original has, been quite a while since I last played it...
Jupp3
2019-09-28 14:30:45 +0000 UTCI've seen A-type games all livelong day. I use your models in D&D after all. I've never really seen a B-type game done physically before, just digitally. I'd be very much interested to see that done! Much less competition there too.
Frooby
2019-09-28 14:24:16 +0000 UTCI really like the idea of the small grid but I feel that it would turn into a one player or vs game as opposed to co-op.
Cody Brown
2019-09-28 14:03:40 +0000 UTCI think if you are looking for faster combat then B, plus there is a lot of A type games. I’d love to see a B type.
Michael Brown
2019-09-28 13:13:29 +0000 UTCA seems better, B seems like only good for open warfare. But what ever your option, you should make each characters turn pretty quick, so nothing too complex. As much as i like dnd 5e, sometimes the combat takes too long in between your turns.
demonwombatofdoom
2019-09-28 13:08:05 +0000 UTCI like the idea of B, but I feel A provides a lot more tactical options and would give more freedom of choice for all participants.
Paul West
2019-09-28 12:19:54 +0000 UTCB for me. There are a bunch of A type board games out there already and I would like to see option B
Stephen Rumer
2019-09-28 12:16:17 +0000 UTCA for me, if it comes alltogether, meaning that the models of yours will work as they are(scalewise).. Im new to dnd and all the hassle around scaling, this would pretty much eliminate it.
David Tichý
2019-09-28 12:05:33 +0000 UTCI highly highly recommended you read blades in the dark for swift combat and story transitions that are rewarding and fun. One of the most streamlined rpgs built
Masterwork Miniatures
2019-09-28 11:58:29 +0000 UTCA has more tactical options. If A, then also consider hexagons for even more tactical depth.
Alexander
2019-09-28 11:57:59 +0000 UTCOption a because option b doesnt needs minis to work
2019-09-28 11:57:37 +0000 UTCBoth have their advantages. But my heart says massive scale lol.
Joshua Still
2019-09-28 11:55:22 +0000 UTCInteresting 😊
Andre Vo Nyseth
2019-09-28 11:55:21 +0000 UTCI actually think the small grid has more opportunity, it's easier to play without one of those flip mats or whatever and it's separate to dnd. You could also play with the really small maps, have printable ones etc. Terrain blocking different squares etc.
Lester Rea
2019-09-28 11:54:19 +0000 UTCGo for 3'' zombicide style grid
2019-09-28 11:53:23 +0000 UTCThat’s really cool and I’d really love an Artisan Guild Boardgame. As for the Combat Options, why not a bit of both? I think flanking strategies are really cool and fun, which is why I’d go for Option A, but that doesn’t mean that certain skills can’t be used only from certain rows and position or that a shield bash can’t push a Tank to the back, exposing an archer.
Alexandru Balotescu
2019-09-28 11:50:13 +0000 UTC