Dice competition results and a brief look at Dun Mordhain
Dice Competition winner
Sketches from Dun Mordhain
wow - lots of entries into the dice rolling competition but technically (I use that in loose terms as this is a bit like me pushing pause on the music as we play musical statues) I make it that a double dragon was rolled at 40 seconds.
I've paused the video at 39 seconds and the dice are still moving.
Which means err...nobody won!
However, James Philips had 39 seconds and Tim Reid has 41 seconds. I have therefore added a free set of dice to both your pledges - thanks to everyone for entering and well done guys!
Here is the video for those that want to see dice being rolled - is that a thing?
Perhaps more usefully you can see that I roll:
10, 5, 10, 11, 9, 9, 7, 7, 12.
I can assure you that I had the blessings of the Three Dragons (it's a Brethren phrase) that day! My regular gaming buddies will happily attest that I know what it is like to get sucky dice rolls on any given day :)
Please bear in mind this was just meant to be a bit of fun - nothing more than that folks!
Sketches from Dun Mordhain
For this update I thought you may like to see some of the sketches of Dun Mordhain. This is part of an ongoing project I have to map out Dun Mordhain in 3D. This is a big task (Dun Mordhain is truly huge). However this helps me make sure that the canon remains tight and that the world building lore we will share with you remains linked to the 3d model (if I write about it - you should be able to visit it at some point).
Please bear in mind these are sketch quality - nothing more than that!
This is a street from the Clifton district which sits high up on the cliffs looking over the bog you will be travelling through to gain access to The Great Sewer. The architecture here is a mixture of the Newcomer preference for curves with the Brethren style of monumental columns and scale. This is a very wealthy district, effectively colonised by The Newcomers after the Treaty of The Peoples. Those Newcomers who have settled in Dun Mordhain have bought up the land and are imposing their own feel in this part of city. The avenue leads down to Glassrock Hill Sanctuary which is the area behind the gated section:
This is that same district but viewed from the acropolis right at the top of the city. You can see the edge of the bog of to the left beyond the cliffs and Far Gate way off in the distance on the horizon. In the foreground you can see Henge Hill:
The reverse view here lets you look up at the Acropolis and the geography of Clifton:
Finally this image here lets you see Dun Mordain from high above. Note that the Eagle Bridge and Floating Castle that some of you may remember from the initial Kickstarter image would be off to the left of this picture. The models will be joined in due course:
Future DevelopmentsI have been getting asked a lot recently about expansions and so forth. I'd like to copy something I said on BGG on the matter:
There can be no quick launch for ASID (A Step Into Darkness). As you can see the most challenging part we have with Legends is it's vision 'All the depth of an RPG with the speed of a card game - no GM required.' For 3,500 people this means different things.
I have had people ask us to make it more simple, a basic hack n slash dungeon crawl with much lighter rules. I have also had people ask us to raise the complexity level further - why can't we also do x,y,z?
For us this becomes a real challenge as it is impossible to meet the requirements of every single gamer. The advice we received from backers on the last update was to stick to our vision - to give you the depth of an RPG but the speed of a card game.
The challenge we have is that to do this we are trying to condense the typical core rules of an RPG (say 500+ pages) into a small document. The core Legends rulebook is c.60 pages of A5 so that makes it 30 pages of A4. This is a fraction of the typical RPG books you would have to read, however we are trying to encapsulate that level of depth for you in the Legends game design ethos.
However, there is no getting away from it, to provide the depth that we believe the game warrants, and that we sold it on in the punchline, requires us to have that depth in the rules. The difficult part is of course that unlike many RPGs there is no GM to tell you what to do. This is why we got Paul involved to help streamline the mechanics and to blind test the game.
What we need to do is to get that game to you and see how it lands. It may be that 'all the depth of an RPG' is indeed too deep! In preparation for any potential future launch, all we can do just now is work away at the things which we think will improve the game for you. We think we have some ideas that will add a lot of interest but there is no point in us launching ASID until we get some feedback on the core game.
Best wishes to you all folks.