21st October 2018: SDE Group Playtest
I was pretty stoked to take my Super Dungeon rules to one of our games nights recently where we played a 4 player game. I'd already tweaked some things after the game with Scoob, and I was hoping all would be well, but more issues cropped up that I'll have to take a proper look at when I can get some more time. Primarily, the game is still a bit too easy for the heroes. I've got a few little ideas to make the bosses in particular a little more effective, and I most certainly have to go back to having pre-made, named characters, rather than the build-your-own method I've been using to this point. The whole process of creating the characters just seems to drag on a bit too long, for sure.
Clearing out the 1st wave
Even when the 2nd wave surrounds them, the heroes easily fight them off
7th October 2018: As You Were
A few interesting things have happened over the last few weeks. Firstly, the latest little updates of my Super Dungeon rules are done, and all the rules are printed out ready for the tabletop. I've massively simplified the monster behaviour sheets as they were getting out of hand.
If these rules seem to go down alright, I'll look at a public release to get more opinions. But until then, here's some images of all my Super Dungeon models, just for the hell of it.
Rules and behaviour sheets
Super Dungeon heroes & pets
Super Dungeon bosses
Dragonback Peaks monsters
Fae Wood monsters
Glauerdoom Moor monsters
25th August 2018: More Eyes In The Dungeon
Some house rules that do look like they're going to work are those for my version of Super Dungeon Explore. Just recently, I got Scoob to try them out for the first time. He seemed pretty into it, and throughout the game we managed to iron out a few more wrinkles. It always helps my rules writing when I can get another pair of eyes on them, and I think that once I've done the behaviours for all of the monsters (I've got so many now, gulp), the basic rules will be finished at last.
Scoob tries out my rules for the first time
11th August 2018: Rules Are Made To Be Fixed
For the past couple of weeks I've put in quite a bit of work on my Super Dungeon rules, after I finally found a copy of 1st edition on ebay and got really motivated again. I'm now on the 5th version of my rules, and most of the changes for this one are in an effort to make the game even faster. The main change is that I've thrown out buffs and debuffs, so their counters are no longer needed, and there are less things to remember. The changes have definitely made it faster and easier, and I feel at last like I'm on the right track.
Of course, if I get these working I'll have to make a full, advanced rule set which adds all these things back in, for when we want to punish ourselves with a much longer game.
In regards to the 1st edition version of the game, I'm actually quite disappointed in a lot of the models. The sculpts are just not as good as those from the Forgotten King set. I don't know how clear it is in the picture here, but the 1st edition model (left) does not have the clear details of the F.K. model, and is also covered in more mold lines.
Still, I really like the boards, even though they're not the same size, as there's just less junk on them to have to move and fight around.
For my playtesting, I've put together some simple wooden counters, in grey and green, for use as terrain. The game doesn't really need them, but sometimes it's easy to miss symbols on the board (especially on games nights when drink is involved) and these just make it easier to see things the heroes are supposed to move around.
I may have been buying more things...
Beta 4 to 5 behaviour sheet change
5th beta in action