Upper_Krust
Legend
Cam Banks said:So you have a simple to learn, less resource-intensive, flashy kind of boardgame. You'd have bits and pieces in the box, like a board, and minis, and so forth. How much of the actual gameplay do you think would involve all of these pieces? Do you see this as a much more tactical kind of game than 3.5? What sort of gameplay are you shooting for?
I think it really depends on the individual campaigns. What I would seek to do is slowly but surely (through the 'campaign' in the Adventure Book) is diversify the play style with each passing adventure. Try to make players think outside the box (or board in this case).
So if we have an Adventure Book with maybe a dozen or so adventures I would probably start with simple Dungeon crawls but introduce more and more roleplaying elements as we go along.
Cam Banks said:Could you run an entire session of intrigue and diplomacy without the board, pieces, and so forth?
I think you could do it, although at the same time I think you could run a session of intrigue and/or (possibly) diplomacy with the board pieces. I had been thinking about a murder mystery set in a Thieves Guild - a bit like cluedo.

Cam Banks said:If so, how do you support that with the same level of marketing and flash as you do the combat/trap/dungeon crawling bits?
I think that would all be up to the savvy of the Campaign/Adventure designers. Its definately something I would pursue. I'd try and include as many different adventure styles as possible.
Cam Banks said:Does the game encourage playing your character as a distinct role outside of their representation on the board? If so, how?
I certainly don't think it discourages it.