18 months later (…or what was I thinking?)

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Although I tossed the idea around in my head for a long time it wasn’t until January of last year that I officially started this project.  A mix of Mage Knight, Mage Wars, BattleLore, Summoner Wars, etc. with miniatures. This week I wanted to zoom out and see where it currently is and take an assessment of what all I still need to do.  This is actually the first time I’ve gotten everything spread out at once and to be honest it’s kind of exciting and is re-energizing me to forge ahead with more.

I’m currently using some Heroscape hex terrain for the world map in order to get in more encounters and playtime.  I’m using the Hirst Arts cavern mold pieces for mountains and I’ve gutted a Disney monopoly board game that I picked up second-hand for cottages and castles along with some prototypes:

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This is the look and flavor I’m trying to achieve:

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The leaders enter the map where they battle to control cities in which they can purchase additional troops:

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They will conquer and control mines, mills, temples, etc. which will allow them to gather resources such as gold, lumber, stone, faith, mana for spells, etc.:

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They will encounter enemies as they explore:

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When an encounter occurs the battle between the armies (Earth Tribe and Cloud Tribe below) takes place on another board representing the battlefield:

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The cards keep track of individual troop statistics such as name and description, movement values, if they are melee or ranged, unit value (how many spaces they take up in the leaders army), attack rate and hit points.

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At this point I have not come up with a name for this game and I’m still working on a few issues such as battle mechanics (we’re close), the logistics of gathering components to cast spells and how to balance and counter balance the elemental factors.  For instance, how will fire and ice interact?  How will clay and lightning interact?

I’m leaning towards giving each tribe a set of values that include all the elements present but that are stronger in some while weaker in others depending on where they fall on the spectrum.  In other words the Magma Tribe will be higher in fire and earth, the Divine Tribe will be higher in Arcane and Runic and the Air Tribe will be higher in Lightning and Frost.

The Fire Tribe will have an advantage over the Water Tribe with a high attack rate but low defense and vice-verse with the Water Tribe over the Fire Tribe.  All in all I’m trying to create some drama that will affect which enemies you have advantages and disadvantages against and who you choose to battle.

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Thanks for dropping by,

Night Owl

 

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What’s the deal with these elements I keep refering to?

 

I have been tossing around a lot of ideas in my head for a while trying to create a world rooted in magic.  In my research I went down the road of Paganism,  earth magic and shamanism.  Touched on the idea of “bending” like that of the animated series Avatar.  Explored the world of witchcraft and the ways of the Wicca.  Meandered through the lore of Native American folklore and medicine men.  I drifted around the Mysticism of the ancient Asian religions.  I even ducked into the shadows of Voodoo magic and swamp alchemy for a bit.  And while none of them really encapsulated what I was searching for they all had parts that interested me.

Then I came across this graphic on Google search and thought it captured what I was looking for as it went beyond the four primary elements of air, fire, earth and water.  It is noted that wulfgard.net is no longer available so I don’t know much about it other than I really like the graphic.

 

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So the races I’ve been making are all based on some aspect of this chart.

  • Frost – Frost Barbarians
  • Magma – Demons
  • Lightning – Storm Elves
  • Divine – Human Inquisitors

Each tribe has the ability to access and utilize an elemental magic.  Some have gotten a good foothold on this while others are not quite there (wait until you see what the goblins are all about!).

On another note, I was able to get a few dry runs in.  It went pretty good and each game showed me what was working and what needed improvement.  This is all in the early stages so note cards and beads are the tools of choice at this point.

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I’m still on the fence as to whether or not I want the champion to be part of the combat or more of a General who sits back and enhances the troops on the battlefield with spells and bonuses.  As with all things it is still a work in progress.

Check in next week for a new Tribe.

Thanks for looking,

Night Owl