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What is THE NEXT BIG THING?
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<blockquote data-quote="Upper_Krust" data-source="post: 3287890" data-attributes="member: 326"><p>Possibly, I think as Moogle suggested 23-25 minis would give a good spread.</p><p></p><p>I think you need to stick to a theme (volcanic island), have a base villainous race (lizardmen) as the mooks, have a number of personalities (renegade warlock, lord of blades), a few monsters (basilisk, salamander), some foes that are not necessarily tied to the theme (spectre, assassin vine) and a few stand out (large) miniatures and one centrepiece (huge mini).</p><p></p><p> </p><p></p><p>Of course, but you need to gve people something to get their teeth into.</p><p></p><p></p><p></p><p>Thats the basic inspiration.</p><p></p><p>Lets say you have a low, mid and high level boxed set per theme.</p><p></p><p>You could easily start with 10-12 geographical themes (volcanic island, drow undercaverns, ruined tomb, sunken caverns etc.), then have 10-12 planar themes (astral plane-githyanki ship, abyssal fortress, hellish prison, standing stones of limbo), then have 10-12 city based themes (tavern inn, thieves guild, city sewers, temple of the sun god etc.), then you have the setting themes (oriental adventures, al-qadim, maztica etc.).</p><p></p><p>You could bring out a 'risk type' version to decide battles.</p><p></p><p>The possibilities are virtually endless. But while every new boxed set may have new classes, spells and skills, the game itself won't need to become more complicated.</p><p></p><p></p><p></p><p>Thats certainly going to be a boon to current gamers, but I don't see it doing much to attract new gamers. The current game is too complicated for most would-be casual gamers. They can't simply pick up and play.</p></blockquote><p></p>
[QUOTE="Upper_Krust, post: 3287890, member: 326"] Possibly, I think as Moogle suggested 23-25 minis would give a good spread. I think you need to stick to a theme (volcanic island), have a base villainous race (lizardmen) as the mooks, have a number of personalities (renegade warlock, lord of blades), a few monsters (basilisk, salamander), some foes that are not necessarily tied to the theme (spectre, assassin vine) and a few stand out (large) miniatures and one centrepiece (huge mini). Of course, but you need to gve people something to get their teeth into. Thats the basic inspiration. Lets say you have a low, mid and high level boxed set per theme. You could easily start with 10-12 geographical themes (volcanic island, drow undercaverns, ruined tomb, sunken caverns etc.), then have 10-12 planar themes (astral plane-githyanki ship, abyssal fortress, hellish prison, standing stones of limbo), then have 10-12 city based themes (tavern inn, thieves guild, city sewers, temple of the sun god etc.), then you have the setting themes (oriental adventures, al-qadim, maztica etc.). You could bring out a 'risk type' version to decide battles. The possibilities are virtually endless. But while every new boxed set may have new classes, spells and skills, the game itself won't need to become more complicated. Thats certainly going to be a boon to current gamers, but I don't see it doing much to attract new gamers. The current game is too complicated for most would-be casual gamers. They can't simply pick up and play. [/QUOTE]
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