SWORD COAST LEGENDS "Dungeon Crawl Mode" Preview

If you wanted to know what real-time Dungeon Mastering looked like in the upcoming Sword Coast Legends D&D video game, here's a preview. "Join Technical Director Ross Gardner and Design Director Tim Schwalk as they face off in Sword Coast Legends’ highly anticipated Dungeon Crawl mode featuring real-time Dungeon Mastering." Sword Coast Legends is the Forgotten Realms-based video game coming later this year from game producer N-Space.


[video=youtube;Xm8r05oOiKA]https://www.youtube.com/watch?v=Xm8r05oOiKA[/video]
 

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I hope there's a way to legally purchase this game independent of Steam, I refuse to spend money for a game that I don't truly own outright (i.e. I consider having to ask Steam for permission every time I wish to install and/or play a game a form of DRM).
 

I think the analgoy isn't so much NWN adventure-building in the sense that that's creating a homebrew adventure for your players, but it's more that you're running a published adventure with the ability to weak encounters.
 

The super-editions come with dungeon tiles for Lost Mine of Phandelver, IIRC, so alongside the "modify the campaign" role I'm pretty sure I've read that there will also be a "create your own maps, place creatures" mode for DMs' own adventures.
 

Looks cool, but I wish the DM had more control over building adventures, a-la Neverwinter Nights tool set.

They're working on a tool set for DMs to build their own campaigns with, it's just not ready to demo yet. (This comes from the latest issue Game Informer)
 


[MENTION=6677017]Sword of Spirit[/MENTION]: I wondering why they didn't just clone NWN2 with an updated rule set & updated graphics. The modding community would have done a ridiculous amount of content creation. Fans are still churning out BG1&2, IWD, NWN1&2, BG:EE1&2 and IWD:EE mods more than 15 years later.
 




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