• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Forked Thread: should wotc make a board/minis game to market in toy stores?

would you buy this, and why

  • I'd buy it to use as a board game

    Votes: 36 57.1%
  • I'd buy it to introduce others to D&D

    Votes: 23 36.5%
  • I'd buy it to use the accessories in my tabletop 'book game'

    Votes: 36 57.1%
  • I'd buy it for some other reason [explained in my post]

    Votes: 1 1.6%
  • I would NOT buy it [explained in my post]

    Votes: 17 27.0%
  • Other [explained in my post]

    Votes: 0 0.0%

What do you think of the games listed in my OP under 'inspiration'? Which games do you think have good new rules elements that can be ported to D&D? What physical elements from those games listed do you/would you use for D&D? If wotc made some of these physical elements for 4E, would you buy them? what about if wotc made a whole bunch of these physical elements available in one package?

Good questions!

1) I think many of the inspirations kind of suffer from being too tied to chance elements, elimination and a straight up dungeon crawl (there should be a dungeon crawl, but it needs new elements). The game needs to be one where everyone has fun all the time, and they create interesting things by interacting. (There are too many games where much of the play is basically solo play or positioning.)

2) I think Settlers of Catan and Magic have some intriguing things to offer. The important thing is, I think the ability to heavily moderate chance with strategy and the ability to manipulate resources and the board. A good D&D board game might feature each player laying traps and challenges and even moving walls around. Dramatic events as resources/items would be good, too.

3) I would use the map, trap cards and other resource cards if they could be ported into the rules. Plus miniatures, of course.

4) Honestly, if it just sits around unless I'm playing 4e, I'm less likely to buy it.

5) I would buy a boardgame that doubled as a huge "battle box" for the RPG.
 

log in or register to remove this ad

Were the rules the same as 3.x?
Also, in what ways would you want the game to be like warhammer quest for you to buy more than one copy?
What ways would the game have to be DIFFERENT compared to my OP for you to like/want to buy it?

The rules were completely different from D&D, it was custom dice based rather than using a D20, and had only the barest of tactics and class abilities. Spells and items were customized and not based on the D&D classics for the most part. Still, we enjoyed it because it was a quick and light game.

As far as Warhammer Quest: I still play this game because of how you set up the game. It has a fixed number of quests, but you construct the dungeon out of board pieces that are randomized, and the encounters are similarly randomized. You get near limitless replayability as a result.

The other great thing, and the thing that ultimately keeps me coming back, is that the game is GMless and so everyone is cooperating against the dungeon. There's no need for one person to "play" the dungeon, so everyone is on equal footing. If WotC did something like this I'd be in 7th heaven. It's not D&D or even a real RPG, but it does entertain like nobody's business.

--Steve
 

Good questions!

1) I think many of the inspirations kind of suffer from being too tied to chance elements, elimination and a straight up dungeon crawl (there should be a dungeon crawl, but it needs new elements). The game needs to be one where everyone has fun all the time, and they create interesting things by interacting. (There are too many games where much of the play is basically solo play or positioning.)
Waaay back in the day when my friends and I played heroquest, the problem was 'same board, same monsters, same play', so yeah, a 4E board game would need more than 'just the dungeon'. I think skill challenges and themed expansion packs, as well as some very diverse 'quests' could accomplish this to a point; after that point, I would think the board game rules should just come out and say "buy the core books and make up your own adventure! And use all this as set pieces while you do it". I do think that 4E's rules have gone very far out of their way in order to attain 'everyone having fun all the time'. How about you?


2) I think Settlers of Catan and Magic have some intriguing things to offer. The important thing is, I think the ability to heavily moderate chance with strategy and the ability to manipulate resources and the board. A good D&D board game might feature each player laying traps and challenges and even moving walls around. Dramatic events as resources/items would be good, too.
So, if the board game had rules for player vs player, and some type of rules/mechanics that allowed you to modify the game board/play area without the other players knowing exactly what [like laying a trap with a black tile face down or something], that would be good? Like 'gladiator style'? four PC's enter, only one leaves? What if the core game didn't offer that, but a 'medieval deathmatch' expansion did?

3) I would use the map, trap cards and other resource cards if they could be ported into the rules. Plus miniatures, of course.
4) Honestly, if it just sits around unless I'm playing 4e, I'm less likely to buy it.
5) I would buy a boardgame that doubled as a huge "battle box" for the RPG.
So it would have to be a board game, not JUST a bunch of accessories for you to 'fully' use it, right?





The rules were completely different from D&D, it was custom dice based rather than using a D20, and had only the barest of tactics and class abilities. Spells and items were customized and not based on the D&D classics for the most part. Still, we enjoyed it because it was a quick and light game.
How much 'heavier' are the 4E quick start rules compared to this D&D adventure game you played?

As far as Warhammer Quest: I still play this game because of how you set up the game. It has a fixed number of quests, but you construct the dungeon out of board pieces that are randomized, and the encounters are similarly randomized. You get near limitless replayability as a result.
Okay; so, selling point number one on warhammer quest was random dungeon generation. What if the hypothetical D&D boardgame i'm talking about included something like this Advanced Dungeons & Dragons Archive: Cardmaster Adventure Design Deck but with more cards and options?
What about this RPGNow.com - The Other Game Company - Dungeon Bash v1.1

The other great thing, and the thing that ultimately keeps me coming back, is that the game is GMless and so everyone is cooperating against the dungeon. There's no need for one person to "play" the dungeon, so everyone is on equal footing. If WotC did something like this I'd be in 7th heaven. It's not D&D or even a real RPG, but it does entertain like nobody's business.
--Steve
I think with something similar to the two links above, this could be accomplished. I also think that this could be a selling point; DM or not, the 4E board game could be played.
As for 'it's not D&D or even a real rpg'....well, D&D is different things to different people, BUT in the beginning, it was all about 'kill them and take their stuff', wasn't it?:cool:
 

They need to bring back this...

Dungeonboardgame.jpg
 

They need to bring back this...

Dungeonboardgame.jpg



Speaking as someone who never got to play this, how was the game played [like, what were the rules and stuff]? What were the things you enjoyed about dungeon? What 'fiddly bits' were included? What could have been improved in your opinion? Were there any other games that had similar elements? What 'fiddly bits' did you use in your fantasy rpg games?
 

Perhaps it could be like Runebound, but when you go the an area/dungeon the game switches to a secondary map/tiles like D&D. Then you could release "adventure mods" to add to the game. Have rules that are similar to 4E but streamlined for board game play and plug the RPG for the "Full Experience!"

They could use a setting map (FR, Eberon perhaps) and have tiles from the sets already produced for the dungeons. The dungeons are described in a booklet with rules to make additional ones or even random...

Just thinking out loud... or online as it were... ;)

*I'd link to Runeboud, but BGG is down :P
 

It could be done.

But it couldn't just be an introductory box with a bunch of 3d pieces in it, like some people seem to want. That wouldn't fly. How would that expand the market?

My personal preference would be for something very simplified- characters that could fit on a single card, some way to upgrade them over time, etc. Then expansions could be released that included a playing piece and a new card, enabling people to play new character types. That would satisfy the all important need to include almost every character archetype in D&D.
 

They already did this...

Dungeons and Dragons: Amazon.co.uk: Toys & Games

Dungeons & Dragons Fantasy Adventure Boardgame - Wikipedia, the free encyclopedia

Dungeons and Dragons

Now the problem was that Hasbro/WotC decided not to release the game in the U.S.... Would I have bought numerous copies of this and the expansions for my son as well as my nephews...yep, but WotC made it too hard to find in the U.S. I felt they really dropped the ball on that one.

I am still confused as to why WotC never brought this to North America. It is freaking expensive to get shipped here.
 

Had I the money, I'd be all over Descent: Journeys into the Dark.

Given that, if there was a D&D-specific game that came along and did for D&D what say Heavy Gear Blitz did for Heavy Gear, then I'd be all over that.

I swear, the D&D 3e set that came with minis and Dungeon Tiles was SOOOOOO close to being really good. They need to make the "Basic Sets" play smoother as their own game (like the Red Box) AND as a lead in to the more Advanced rules, but also include things that rock for both types of players. The Red Box adventure was also a key point...no low-level adventure or -- especially -- any "single player" adventure has ever come close to that.
 


Into the Woods

Remove ads

Top