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/includes/functions_reimg.php on line 126: Invalid argument supplied for foreach() WorldWorksGames • View topic - Fantasy Request
Commander Joined: 07-19-2003, 03:24 AM Posts: 3425 Location: Sydney
Back when I was young - ten to twelveish I would love going to the city's main hobby store - one that had plastic models, train, rockets, R/C cars etc. They also had miniatures. Now this was not the reason that I use to go. I loved the plastic models that came from japan based on manga that we had never seen but still looked very cool. The other draw card was the dioramas - usual it was a cut scene sliced away to show the viewer a moment in time as Warriors and Wizards battled their way through a dungeon of some such. Usually they had hoards of Undead swarming them, further up along the passageways would be bigger and badder monsters just waiting to smack down.
This was great - I would love going in and checking out if there was a new one on display - Years later I found out that the creator was a lady that has taken to running the store.
Now you, the poor forum reader ask - WTF Abaddon!?! What has this got to do with your request?
Thinking about all the products on the market and the ones that have gone before I came to the conclusion that not one had really for filled that burning need in me for my Dungeons.
Why?
Because all the Cardstock sets - be it WWG or other only keep to the one level of play. Sure you can create a block building that gives levels but that is usually one flood at a time. What I am wanting/need/dreaming is a modular set like the DungeonWorks or Gothic Realms sets that stack upon one another.
Now Bruce over at Castle Molds has created this effect and also Dwarven Forge - now you might say that these are cast pieces of terrain - yes correct but the design and principals are almost exactly the same.
DungeonLinx almost had the concept - flat tiles with 3D features. But was it too flat (was it a little too wide as well)? If you take a basic hall/corridor add structural points at the four corners this keeps it open for hands to reach but also add supports to stack other levels upon the first. The walls could be simple lips around the edge of the tile giving the visual cue of a wall but not enclosing the tile.
To lay it out more basically each section would be modular allowing for fast play layouts allowing the action to move up and down levels without having to shift the whole tabletop to a new level.
How to achieve this?
This would be a series set - very much like the Mayhem line. A "basic" set allowing for simple halls, rooms, doors, stairs and supports to be build up. Further sets would add features and flavor to the build. This could be a single room release - A goblin clan den or something; to a themed pack adding more frills and features - Gothic pillars, Circular stair case and round town to place it in etc.
By adding to the line it grows and responds to the needs of the community plus also allow one or more designers to play with different features and approaches. This would also allow for a lager gaming space that has potentially a smaller footprint.
To sum up I would like to point out that the gaming community has evolved yet again in the past two to three years moving towards games that have faster set-up, more flowing combat and more spectacular outcomes. The line between wargame and RPG is once again being blurred and crossed. In my eye I feel that a new system of terrain, a new approach is need to harness the winds of change.
Rack 'em, Pack 'em, Stack 'em - Then Kill them all!
Very interesting thought. I had been thinking of scrapping the whole 3D dungeon thing to go for flats with 3D elements as, gameplay wise, this is the best way to do it (IMO of course). Had not thought about having short walls. I am thinking say 1/4" to 1/2" high and possibly 1/4" thick just along the edge of the piece. Being so short, most minis could still sit in the space without bumping into the wall.
WorldWorks Moderator Joined: 03-01-2007, 10:26 AM Posts: 1975 Location: Chicago, Il
I actually thought about how to do a multi-level dungeon a while ago.
My conclusion was: This wasn't that far of a reach given what WWG has put out today...
Here was my thinking.
If you take the concept that Bob put together for the sewers in Missing Persons (Pre-made 7x7 Chunks of terrain based on foamcore that fit together to make your dungon) and use the thick walls/octagonal pillars from Mini-chunk (or chunky dungeon) you can stack one floor on top of another pretty easily.
The thick walls/pillars of a lower floor serve as the base for holding up the upper floors, and the removable squares allow you to reveal only those sections of the dungeon that you wish to show to your players at any given time.
SO I think the core of your concept is there.... But it's only one chunky dungeon style... I agree with you that any expansions would be very welcome addition.
Just because you're paranoid doesn't mean that there isn't an invisible demon about to eat your face-- Harry Dresden
Lord_Abbadon, your proposal for multi level play and the ancillary considerations was incredibly well presented! Honestly, you sold me on the potentials. Have you done any sketches to illustrate the new or modified mechanis ... any sample layouts ... diorama pieces?
WorldWorks Developer Joined: 05-27-2002, 05:55 AM Posts: 10213 Location: Vancouver Island, Canada
As much as it pains me to say this, we've been working on a concept very close to this for over 2 years. We've gone through a few prototypes. There are little sticking engineering issues which make it difficult but it's certainly possible. The trick is making the thing easy to assemble, sturdy and well, basically newbie proof.
I can't say anything more other than to tell you we've been working on it.
WorldWorks Developer Joined: 05-27-2002, 05:55 AM Posts: 10213 Location: Vancouver Island, Canada
All that I can really say is that your feelings are pretty much on target with where I would like to take things. I've had a very long in the tooth plan to switch things up again with a new terrain system which will hopefully reinvigorate the community. To say anything more would be laying out a blueprint for the various competitors who haunt here.
We'll see what magic we can't perform before the year is out. And thank you by the way for the enthusiasm and compliments. It really does mean a great deal to me.
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