Dungeon Run 2 – The Encounters

I’ve been working on my expansion to Dungeon run for a while now, and while things don’t exactly flow sequentially, I find it makes for better blog posts, so I’ll go ahead and take this tact.

In actuality, I am working on four-five tabs at once, and things get fleshed out over time, but it’s just easier to reveal entire swaths at once.  So, let’s start with the encounters, shall we?

As I said in my previous post, I started by identifying all of the different columns that were available to encounter cards.  Primarily this includes name, type, race, attacks, offense, defense, escape, & life.  That covers all of the basic parts of a monster card, but it doesn’t cover traps (which also require Disarm & Damage) or strangers, which simply have a block of text.  Add those all together, and you have the bones you need to start creating the various card types.

I set forth originally to create 50 total encounter cards (though I wound up falling far short of that).  Arbitrarily, I opted on making four new bosses, four strangers, ten traps, and the rest would be monsters.  Let’s take a look at each individually

Traps:

Though I’m starting out with them (based upon the order that they fell in my spreadsheet), traps were actually the last types of encounters that I created.  This is because I felt like they were largely unimaginative: you just put a trap name and then do a little damage to players.  The one overarching theme I tried to integrate into the traps was what Plaid Hat had mentioned in their spoilers for their rendition: “The Traps in Dungeon Run 2 focus less on causing damage and more on causing mayhem.”  With that in mind, I tried to come up with trap ideas that suited that theme and this is where I landed: Continue reading

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MTG Draft Night: Battlebond

This quarter’s installment of MTG Draft Night has been brought to you by Battlebond.

Unlike many of the previous events, this one was far less planned out. Granted, we set the time long in advance and still had surveys to help decide what to do, but it just didn’t feel well planned (which I can say because I’m the guy whose responsible for planning them). Frankly, I feel like I dropped the ball on it, and I think it showed in the end result.

I think it was largely to do with a lack of follow-up emails. Back in May we did a draft of Ixalan, and promptly sent out surveys to review what worked and what didn’t, along with setting tentative dates for the next event. We all (sort of) agreed on July 27th. By that, I mean that it was the only proposed date where nobody seemed to have any conflicts–though it’s worth noting that many a person checked the “I can probably make it, but check with me closer to the date.”

I didn’t bother checking until about two weeks prior, and that meant that a couple of folks had made other plans. So, rather than have the fourteen people show up that we did previously, we were scheduled to have eight. Continue reading

Dungeon Run 2 – Ideas & Templating

In my last post, I spoke about coming up with an expansion for Dungeon Run, and I’ve started making good progress towards this.  My thought process was that it was best to start with the bones.

By that, I mean that I wanted to start with the foundation for the expansion, rather than to monkey around with art or templating.  So, I started off by creating a spreadsheet with six distinct tabs: Notes, Encounters, Rooms, Items, Characters, & Lookups.  This was to create a single location where I could put all of my ideas, and easily track/share the ideas with my friends.  I started by creating one tab for each of the different types of materials I’d need in the expansion.  Since I wasn’t planning on creating any ground-breaking concepts like entirely new decks, I knew I was going to have to create encounters, rooms, items and characters.  So those seemed the logical starting points.  See the example from the “Encounters” tab below:

In each tab, I entered the relevant sections for that type of card/tile, and then created some input validation rules.   That might be a little nerdy sounding, but what it means is that when you choose “type” from the drop down column, you could choose either “Trap,” “Monster,” “Stranger,” or “Boss” (all information that I stored on the “Lookups” tab to keep things clean and consistent).  The advantage here is that you don’t get a bunch of garbage data in your spreadsheet–no typos, etc.  So when it came down to making my playtest cards, I could easily export them with a mail merge or similar and ensure that the data was clean. Continue reading

Dungeon Run 2 Expansion

My gaming group hasn’t been playing all that much 40k. This is because I try not to alienate folks who show up, and not everyone in the group actually plays 40k (plus, those of us that do, don’t always bring models, or aren’t always interested in playing).

So, that means that many weeks we aschew 40k in favor of board games. One of the old standards that we’ve been playing a lot is Dungeon Run by Plaid Hat Games (which is, apparently, out of print). It’s not a typical game that I would enjoy because, while it does have a level of strategy involved, who actually wins the game is seemingly random. It’s a semi-cooperative style board game wherein you explore a dungeon together, but then fight each other to escape. And when I say that it’s random who wins, I truly believe that. Sometimes it’s the person who gets all of the treasure, or sometimes it’s the person who spent the entirety of the game laying face down because they’ve been repeatedly killed by the wandering monsters.

Typically that’s not the sort of game that I enjoy, but this one sees the table more than most, and I always walk away with a smile. The down side is that there’s just not all that much meat to the game. The game is solid, but I find myself wanting a little more: diversity, length, options… something.

Well, as luck would have it, Plaid Hat announced an expansion to the game called, suitingly, Dungeon Run 2. Of course, this was more than six years ago, so hopefully you haven’t been holding your breath. If you read around forums online, it’s pretty clear that people aren’t expecting this to come out ever (which makes sense–why bother releasing an expansion to a game that isn’t even in print).

But then I got to thinking–why not? Granted, there’s no money for Plaid Hat to publish an expansion, but why couldn’t I create one of my own?

So that’s what I’m planning to do. I’m gonna whip together an expansion for the game, complete with new characters, items, bosses, encounters, and dungeon tiles. I won’t add any new card types, but I might play with some of the existing classes/structures. I plan on incorporating what I can from their planned expansion: they have already announced Demons as a monster type, voting mechanics, and changes to traps, so I’ll be sure to include all of those in my homebrew expansion.

I should be clear that I don’t intend to sell this–it’s for personal use–but I certainly won’t mind sharing it with anyone who might be interested.

My first step is to to create a spreadsheet, so I can come up with all of the various information in a consolidated location. Once I come up with enough ideas, I’ll break into templating. I’ll also create a search term for DungeonRun2 that you can use to follow the progress of this on my blog, should you be interested in it.

Wish me luck!

Image Credit: Plaid Hat and Dungeon Run Logos owned by Plaid Hat Games.

Batrep: Ultramarines vs. Black Legion (80 power)

Getting back on the horse as far as 40k goes has been a slow process, but it’s still going.  This week, Simon, of all people, showed up to game night and we threw down for a game of 40k.

My Ultramarines:

  • HQ:
    • Cato Sicarius (warlord)
    • Sergeant Telion
  • Elites:
    • 5x Assault Terminators w/ Lightning Claws
    • Venerable Dreadnought w/ Twin-Lascannon & Missile Launcher
    • 3x Centurion Assault Marines w/ Hurricane Bolters & Flamers
  • Troops:
    • 10x Tactical Marines w/ Missile Launcher, Plasma Gun, & Power Weapon
    • 10x Tactical Marines w/ Heavy Bolter, Flamer, & Powerfist
    • 10x Scouts w/ Camo Cloaks, 4x Sniper Rifles, Missile Launcher, 4x CCW/Pistol, & Powerfist
  • Fast Attack:
    • 1x Storm Talon w/ Assault Cannons & Typhoon Missile Launcher

I originally started by pulling out the Tyranid codex, but realized that I have to play alot of marine games to catch up to the number of bug games I’ve played this year.  I didn’t know what to play though, so I just started taking advice around the room of what to include.  I started with Cato because I don’t know when the last time he saw the table was, and then Telion because he was a cheap second HQ option.  With Telion, I needed a squad of scouts, and everything else was added based upon the suggestions of those around me.

They were intentionally choosing less than ideal option, but I was ok with it.  Simon and I have played a bunch and the win/loss ratio is a tad lopsided, so having a slight handicap would make things more fair. Continue reading