We know many of you have been eager to check out the Rulebook for Massive Darkness. Here's the work-in-progress thus far:
The layout may still be tweaked, and the rules themselves are still being refined and tested, so all content seen in this file is still subject to change.
And speaking of changes, we have a BIG one that’s being developed, and we’d like to take this moment to introduce it to you:
Massive Darkness is designed to be easy to get into and have fun – there are 10 Quests in the campaign, which at 1 hour+ each means it’s going to be difficult for most groups to sit through all 10 sessions together. You can pop in at any stage of the campaign and get all the fun of the levelling and monster slaying experience, even if your group can’t meet regularly. However, for the dedicated heroes amongst you, you’ll be happy to hear that we’re also including a Story Mode, which tweaks the balance and other aspects of the existing campaign so that heroes persist in a more constant fashion from Quest to Quest.
Story Mode features:
∙ Slower experience gain, heroes evolve over multiple adventures.
∙ All unlocked Skills are available at the start of each Quest, but Enemies are all the more dangerous.
∙ Equipment access and use is also scaled : Equipment cards can only be used if the Hero is powerful enough. The Inventory size is limited. Equipment cards also have a Gold value and may be sold and bought (with the merchant's markup, of course).
∙ The Story Mode also features a Town Phase. Heroes may buy and sell Equipment, heal and train.
This of course will require a truly committed group of players to see through to the end, and we look forward to seeing your tales of epic adventure in 2017! We will give you more information about the Story Mode as those rules are crystallized during the development process.
For the Darkness is Massive, and full of terrors!