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9-18-2005: Happy Days
Dungeon Bash is now half a year old, and I'm still waiting
for the first negative feedback. Don't get me wrong, there has been
criticism here and there, but not a single one of you seems to be
anything less than happy with this game - and that's the way it's
supposed to be. You won't believe how happy I am that you enjoy my
creation (nevertheless, if you've got some rule bothering you,
please tell me about it).
Then again, you ain't seen nothing yet. Trust me on this one - the
direction Dungeon Bash is taking will make it work and play
like no other game in history.
Truth to be told, I love this game. I wanted to design something
like it - a true RPG/boardgame hybrid - for years, even long
before d20 came along. Character development and combat are both
pretty complex (thanks to d20), and there are NPCs to encounter,
These things alone makes Dungeon Bash superior to similar games in
my opinion. But that's no need to stop there.
One thing I always wanted to include were setting different from the
dungeon. Why do similar games only focus on the dungeon, while
there's so much else to explore?
DBX: Urban will take you on a tour through the city, whether
you're shopping or adventuring. DBX: Wild will do a similar
job for the countryside. All things added, Dungeon Bash will
not just be a game you'll love to play (as it hopefully already is),
it will also be a gigantic toolbox for the overworked Game Master at
the same time.
But I've told you about the
two expansions already, haven't I? So I'll stop here - sometime soon
I'll show you some example cities generated with the rules found in DBX:
Urban. Hope to see you there.
[DB
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