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 Playtesting Super Dungeon Legends 
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Denizen
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Joined: February 11th, 2014, 10:03 pm
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Location: Camp Pendleton, California
So I just got though my first playthrough of Super Dungeon Legends, playing "The Road to Crystalia Castle" intro quest. Before I continue I will preface this by saying I have next to zero experience in Dungeons & Dragons (or similar pen, paper, D20 RPGs). With that in mind, here are my observations regarding Super Dungeon Legends.

-I fully enjoyed this tutorial playthrough. It felt like the tutorial level of a good video game. Not over the top hard, but I can see the potential, especially with community created quests.

-Compared to regular SDE it feels minimalist in terms of game components. Low model count. Fewer tokens and cards creating table clutter. With that said, each enemy model matters significantly more.

-Player and Monster turns fly. 1 action per model, so make it count. The gameplay felt very tactical in this regard.

-Speaking of tactics, little things matter. My Hexcast Sorceress was able to poison a Kobold Flinger in the third encounter. This took him out of the action for a turn that saw my Royal Paladin down to his last heart. It was this narrow survival that lent a real sense of significance to my tactical decisions and the unique abilities of my characters.

-While 'Arcade Mode' is certainly present, a strong Consul player will bring this game to life and make it shine. Especially with non-combat encounters and a human being to arbitrate, and give real weight to the player's attempts to think outside the box.

-Once I reached the last 'door' of the dungeon, I wanted to go through it and see the other side. Like that last part of a video game demo that gets your attention and leaves you wanting more. I wanted to delve into a dungeon with branching paths, puzzles, treasure etc. At the same time I can't wait to create my own story and cackle silently behind a DM screen while the players fumble around in my world. I have a better feel for the quest structure and this playthrough has helped me get a feel for planning my own campaign.

During the next playthroughs I plan to do the following (in no specific order):
-DM behind a screen while my wife fumbles around in Crystalia.
-Play through "The Dragon Horn".

More reports will come soon. For now, the highlights:

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Setup is super fast. Finally an excuse to break out the chessex mat I bought in 2014 :D

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Each individual model counts, every whiff hurts. But with the Ironscale's shieldwall down, the stragglers are more manageable.

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DRIVE THEM BACK!!!! :twisted:

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The heroes encounter a wounded Ser Charles and a lockbox. I take the moral highground and resist the urge to steal from the Crown.

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A D8 roll, and the Hexcast Sorceress inflicts poison, buying the Paladin just enough time to heal. (There are 7 status effects and the 'Witch' type hero randomly inflicts 1 for each successful attack. Rolling a D8, re-rollings 8s seemed as good a way as any to randomize this)

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Desperate to break the lockbox, the monsters storm in and the Paladin takes a beating.

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Edging toward the goal, the Hexcast Sorceress supports a wounded Ser Charles under the protection of the Paladin's Iron Halo.

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The Silver Chevalier holds the Kobolds at bay, while Ser Charles and the precious cargo are escorted to safety.

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Meanwhile, no one leaves this scenario empty handed. A 'Royal Victory' sees the heroes a little better prepared for their next foray in Crystalia.


March 6th, 2018, 4:17 am
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Denizen
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Joined: December 11th, 2015, 1:39 am
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Holy crap that is fantastic. I want to play this SO BAD. Thanks for running us through the playtest!


March 6th, 2018, 5:05 pm
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Bottle Cap
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Totally agree with InfinityMax! And I love your enthusiasm and battle reports, those for Arcade Rules were alreay brilliant. And I already have a lot of ideas for my own campaign that shall cover a lot of the fluff information already known from FK to get my players directly inside Crystalia and learn the fluff while playing.

Dont know if you are aware of Impact Miniatures, they ran a Kickstarter and it seems to have shipped recently: https://www.kickstarter.com/projects/67 ... term=Chibi
I love that epic Trojan Horse which will be one of the main mission goals in my campaign to be produced from the dwarfs and gnomes of Clockwork Cove. I just wanted to point you to those miniatures, in case you head to Legends than you will possinly like their miniatures, which wont have their own cards, but when playing Legends you will make your own cards anyway, the monster that looks close to the D&D Cornugon will get some abilities from the D&D original.

I hope to see my fellow gamers this weekend for their first small round of SDE, though playing with FK Classic Rules, but since we all love playing cooperatively I plan to print the cards from Midnight Tower Arcade Box, if that round will be successfull. Of course, I will let my players know, that this is just for entrance to the game and that the new rules are already available and our goal should be "Legends" anyway.

Kind regards from Teltow near Berlin/Germany


March 6th, 2018, 6:01 pm
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Denizen
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@Infinity Max and Bman74:

Thanks for the encouragement. Feedback from you guys is always encouraging and motivates me to keep pushing this stuff out there.

I took a look at the Impact Minis. They look fun!

My campaign revolves around a dark secret in the Order of Light. If I were to get custom minis for it I'd need one for 'Ark' a Royal Paladin who'd look somewhere between Sigfried Schtauffen (Soul Calibur) and King Wein (Dragon Force). The other would be for Asche, a character you'd learn more about later, who'd look like a cross between Nightmare (Soul Calibur) and Dark Schneider (Bastard).

Maybe I can talk John Cadice or Deke into canonizing my campaign and making the models if it gets good public reception :D

'Ark' influences:
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'Asche' influences:
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March 6th, 2018, 6:31 pm
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Minion
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Joined: November 22nd, 2012, 5:01 pm
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Holy Cross wrote:
King Wein (Dragon Force)


My man...never see DF get mentioned anywhere anymore!

Also, love the old school 8-bit map of Crystalia, very apt.


March 6th, 2018, 7:40 pm
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Denizen
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Danteire wrote:
Holy Cross wrote:
King Wein (Dragon Force)


My man...never see DF get mentioned anywhere anymore!

Also, love the old school 8-bit map of Crystalia, very apt.


Hell ya homie! *high five* DF is amazing! And thanks! That map was 4 days of almost beating my head against the keyboard, and 2 more of it finally coming together. But the final product and community reaction has been worth it!


March 6th, 2018, 7:49 pm
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Denizen
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Joined: October 29th, 2012, 8:56 pm
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Man, i want to learn to play Legends, but the current preview rules are too difficult for me to read/digest. I need the pretty pictures!


March 6th, 2018, 8:37 pm
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Denizen
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sleepy_laughter wrote:
Man, i want to learn to play Legends, but the current preview rules are too difficult for me to read/digest. I need the pretty pictures!


Haha, right? I feel a similar way about the tiles. My battle reports looked way sexier with pretty dungeon tiles than chessex mat and dry erase :geek: I guess people will have to use their.... imagination for now :|


March 6th, 2018, 8:47 pm
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Denizen
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If you have battle terrain/tiles you could reuse those? I have some 'doors' on stands from Swords and Sorcery and I bet Descent/other games in the similar vein have this.

e.g. https://boardgamegeek.com/image/3202362/sword-sorcery

I was thinking (after the minis are painted) to look for terrain to put on impassable structures, walls, etc. b/c I am always forgetting these during play. not as nice as a permanent 3D tile, but I think you'd want the modular option for SDE:L.

That way you could potentially just reuse a tile and 'block off' part of it?

The issue I'm finding is getting something that isn't too tall since the chibis tend to be smaller/shorter than other games.

Although, if SDE:L is a hit, i could see SPM maybe doing a terrain pack for adventures?


March 6th, 2018, 9:13 pm
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Denizen
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sleepy_laughter wrote:
If you have battle terrain/tiles you could reuse those? I have some 'doors' on stands from Swords and Sorcery and I bet Descent/other games in the similar vein have this.

e.g. https://boardgamegeek.com/image/3202362/sword-sorcery

I was thinking (after the minis are painted) to look for terrain to put on impassable structures, walls, etc. b/c I am always forgetting these during play. not as nice as a permanent 3D tile, but I think you'd want the modular option for SDE:L.

That way you could potentially just reuse a tile and 'block off' part of it?

The issue I'm finding is getting something that isn't too tall since the chibis tend to be smaller/shorter than other games.

Although, if SDE:L is a hit, i could see SPM maybe doing a terrain pack for adventures?


Thanks for sharing the link! Those tiles and 3D terrain features, doors etc look really cool. I’m all about 3D terrain like Heroquest furniture. :mrgreen:

For now I need to focus on the my campaign and the next quest report. Once it’s done I’d love to encorporate doors, furniture, walls etc


March 7th, 2018, 6:11 am
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Denizen
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Joined: April 16th, 2014, 6:41 pm
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I would also like to see furniture rules and scenarios using them (may be cardboard). Dungeon Saga comes with doors, bookshelves, tables etc. I also purchased TerrainCrate sets with tents, bar shelves and furniture suitable for blacksmith. I'm not sure I get to use these, though, because I'm not planning to write a custom campaign. Then again a new feature and art required for this increases development time and I would like to avoid future delays for Explore/Arcade/Pets/Bosses of Legends delivery if possible.


March 7th, 2018, 6:38 am
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Denizen
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nakano wrote:
I would also like to see furniture rules and scenarios using them (may be cardboard). Dungeon Saga comes with doors, bookshelves, tables etc. I also purchased TerrainCrate sets with tents, bar shelves and furniture suitable for blacksmith. I'm not sure I get to use these, though, because I'm not planning to write a custom campaign. Then again a new feature and art required for this increases development time and I would like to avoid future delays for Explore/Arcade/Pets/Bosses of Legends delivery if possible.


The first arc (or chapter) of my campaign should be ready by the end of the month. Legends seems to be a bit more free-form than Explore, so I’m sure you can encorporate furniture/terrain in your games as desired.


March 7th, 2018, 5:37 pm
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Mini-Boss
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Thanks for posting! Seeing it all laid out is helping me see what Legends really is. Unfortunately, that thing is not something I'm too excited about. I really wanted Legends to be a true expansion to the game that used all the cards and such. You mentioned that it feels more freeform, and that I agree. In fact I think it's too freeform for me. I'll still look forward to all the stories they create, as I can always modify those to work in systems that I like to play with.


March 8th, 2018, 1:45 am
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Denizen
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eternaldream wrote:
Thanks for posting! Seeing it all laid out is helping me see what Legends really is. Unfortunately, that thing is not something I'm too excited about. I really wanted Legends to be a true expansion to the game that used all the cards and such. You mentioned that it feels more freeform, and that I agree. In fact I think it's too freeform for me. I'll still look forward to all the stories they create, as I can always modify those to work in systems that I like to play with.


That's too bad. I'm excited for the freeform nature of this game. I hope you'll give my campaign a try when I publish it.


March 8th, 2018, 6:06 am
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Mini-Boss
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Of course. I'll give anything a try. I love the world of SDE and want to explore it.


March 8th, 2018, 6:30 am
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Denizen
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Here's a quick update on my progress in developing chapter 1 of my campaign. I've put up screenshots of a simple non-combat encounter and a combat encounter. I have more typed up and will hopefully have a full chapter pushed out for playtesting before next Friday.

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This non-combat encounter is designed to lend a little weight to player decisions in the world of Crystalia.


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In this combat encounter it's best for the heroes to escape rather than face the enemy head on.


March 9th, 2018, 10:34 pm
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Denizen
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I'm working on an NPC encounter that follows 2 consecutive combat encounters. Once this is done I'm 2 encounters from being able to release chapter 1 for you all.

I suppose this campaign will need a name soon :P

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March 10th, 2018, 7:21 pm
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Denizen
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Super Dungeon Legends: Playtest #2

I played my second session of SD:Legends tonight. This was Road to Crystalia Castle followed by Chapter 1 of my own campaign. I played Dark Consul so my wife could play the heroes. Here are my observations up front: (Keep in mind I'm not an experienced DM/GM)

-Overall SD:Legends is a blast. My wife found previous SDE games to be hit or miss. She had a lot of fun roleplaying through my scenario and the world of Crystalia.

-I really enjoyed playing the Dark Consul, even though typically I'd rather play a hero character.

-When playing non-combat encounters I had to learn fast to be flexible. If the heroes aren't asking the right questions, you have to lead them onto the right track (This sounds like DM 101)

-1 of my encounters felt a bit easy. I improvised and had the heroes 'lose some equipment as the fled the tavern in a hurry' (I had my wife roll a D4 (she rolled a 3) and select that number of loot items/potions to discard.

-The Ziggi encounter was a blast for both of us .

-I'm happy with the direction of Super Dungeon Legends. I'll be working on my draft of chapter 2 as well is my improvements to my chapter 1 draft.

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Katie's party following the road to Crystalia Castle


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No rest for the weary, the heroes can't get more than a couple hours of sleep before being awoken at The Outskirts Tavern.


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...the underground catacombs lead to a subterranean canal escape route.


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Landing at an underground Aqueduct, the heroes run afoul of Ziggi the Riftling spirit... and subsequently piss her off... :twisted:


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The final battle of the chapter sees the heroes reclaiming the outskirts district from the Ashen minions.

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'Meow' The Lightning Mage

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'Slawomir' The Dwarven Brave Mode Warrior

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'Kat' The Drowned Isle Corsair


March 12th, 2018, 7:23 am
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Denizen
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Very cool. I assume you are photoshopping the hero cards on your own since I didn't see a template per class in the SDE rules? I'm still sad that we don't just get to reuse the hero cards, but understand the nightmare of attempting to balance that many hero cards and loot/treasure.

I really like the map you made with the RPG maker. It seems the detail is really nice and you could just print these off and use with a nice printer instead of drawing it out on the grid.

How 'fiddly' is the combat? It seems there are a lot fewer status effects and things have so few wounds, they just 'die' if they're hit, but then you have to remember to get bonus dice when engaged and hearts when knocked out, etc., which is a mechanic I've seen in other games I loath.


March 12th, 2018, 3:46 pm
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Mini-Boss
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Those are actually the "official" ones that SPM has given us. They are on the Legends Kickstarter here: https://www.kickstarter.com/projects/so ... ts/2052663

I've played around in the combat system a bit and it is a little fiddly. It's hard to do any damage with starting stats, so finding Loot to buff yourself early will help. Also 3 wounds can be eaten up fast by monsters. If you are playing with a GM, I hope they aren't evil enough to just stack attacks all on one hero. I do like the more simplistic nature of everything though. It makes it easy to remember ranges and stuff easier. I also think the game feels more like a tactical RPG like Final Fantasy Tactics. You move, then attack. With smaller ranges and movement, every step is important. You will actually use the layout of the board a lot more now.


March 12th, 2018, 4:06 pm
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