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There are too many Dungeon Crawlers. There are too few Dungeon Crawlers.
- themothman421
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www.belloflostsouls.net/2018/11/40k-step...order-next-week.html
The figures look insanely good, too.
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- Michael Barnes
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- Mountebank
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- hotseatgames
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- Colorcrayons
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- Wiz-Warrior
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- Michael Barnes
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www.warhammer-community.com/2018/11/04/t...ne-fortress-awakens/
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Many will buy Blackstone Fortress because of 40K love, and there's nothing left to buy for Space Hulk (without house-rules and converting...individual, personal affairs), but it won't come close to touching the tension or atmosphere of Space Hulk.
After over 30+ years of gaming I think I'm ready to admit that dungeon crawling board games just don't work as intended. I _loved_ the games of AHQ I played, but that's because I'm a bit sadistic...much like a preference for WFRP over D&D. Gamers on the whole don't like that sort of grim hero slaughter. Everything else is, as we've said, resource management.
SH is the best for providing that tension. DungeonQuest may be the most fun board game to play _about_ dungeoncrawling. Much like how racing board games pale in comparison to their video game counterparts, real dungeoncrawls really need to stay outside the realm of board games. They lie with RPGs.
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- Space Ghost
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- fastkmeans
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Michael Barnes wrote: I don’t think so, that’s the GW advertising site.
Nothing to see here...they're just a content creator that asked what GW wanted them to focus on (clearly, GW said "everything").
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- SuperflyPete
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- Michael Barnes
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I’m hyperventilating!
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Space Hulk is a thematic masterpiece but for me it's very much its own thing. Very different from the likes of Decent, Gloomhaven, Silver Tower, etc. I've never played another game that succeeds at anything even remotely close to what Space Hulk manages to achieve. Leaves me wondering if GW understands why that game works so well, considering their recent output has changed so much.
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- GorillaGrody
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I wonder if part of the problem is all the baggage that comes with the D&D-adventuring-party-vs-dungeon-ecosystem-model?
Space Hulk succeeds because of its own Aliens-like worldbuilding; it was free to impose its own logic about what is “discovered” vs “hidden” etc.
By the same token, how many DCs really double-down on generic tropes in order to clarify the game system? When I look at the category, I see a wasteland of half-baked fantasy world building. “I didn’t want to have a Paladin, so here’s Tanky Rock Heal Person of the Stalagmite race.” I wouldn’t say no to something more traditionally archetypical.
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- SuperflyPete
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- Colorcrayons
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- Wiz-Warrior
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If it was Hewitt designing it, it would be nearly an auto buy. I have no clue who is designing this though, so my enthusiasm is reigned in a bit.
What I like most, is that they are using a warband similar to what you could have constructed in rogue trader (original). Eldar, ratlings, etc. Exotic protagonists banding together to fight a common enemy.
That alone is a breath of fresh air from the xenophobic racism that the dystopia of the 41st millennium has been made into after 1st ed.
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SuperflyTNT wrote: Flix is pretty original
Self promotion aside, I do actually think Flix is a good mention here. My beef with dungeon crawls is they're supposed to be about heroic, tense actions with uncertain results. Dice do the best they can to create drama, but swapping out the core resolution mechanic with more dramatic activities is a pretty cool idea that Catacombs and Flix do.
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- There are too many Dungeon Crawlers. There are too few Dungeon Crawlers.